diff options
author | Pablo Vazquez <pablovazquez> | 2021-10-21 22:00:17 +0300 |
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committer | Pablo Vazquez <pablo@blender.org> | 2021-10-21 22:00:38 +0300 |
commit | 9b1b4b9e32c8ac86e460204bb93e0ddc42ad9e49 (patch) | |
tree | 564dd67518d0f5d504de2b30a871a46401f97720 /source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl | |
parent | 1d96a482675dd2ccad2af31c274f74b9f6603d6b (diff) |
Node Editor: Introduce color overlay and dashed wires theme setting
This patch includes code from D9891 and D12754, so credit goes to Juanfran and Dalai.
I updated the patches to work with `master` and with the new overlay toggle.
The reason to include both changes as part of one patch is that the dimmed dashed lines work much better together with colored wires.
Theme setting for dash opacity:
{F11370574, size=full}
{F11286177, size=full, autoplay, loop}
{F11149912, size=full}
For adding the overlay I used `SpaceImageOverlay` as reference, although I'm not familiar with this code so there might be mistakes.
Reviewed By: #user_interface, HooglyBoogly
Differential Revision: https://developer.blender.org/D12886
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl index 402a07ad4e8..134a7d00127 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl @@ -4,12 +4,14 @@ in vec4 finalColor; in float lineU; flat in float lineLength; flat in float dashFactor; +flat in float dashAlpha; flat in int isMainLine; out vec4 fragColor; -#define DASH_WIDTH 20.0 +#define DASH_WIDTH 10.0 #define ANTIALIAS 1.0 +#define MINIMUM_ALPHA 0.5 void main() { @@ -29,7 +31,7 @@ void main() float slope = 1.0 / (2.0 * t); float unclamped_alpha = 1.0 - slope * (normalized_distance_triangle - dashFactor + t); - float alpha = max(0.0, min(unclamped_alpha, 1.0)); + float alpha = max(dashAlpha, min(unclamped_alpha, 1.0)); fragColor.a *= alpha; } |