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authorDalai Felinto <dfelinto@gmail.com>2018-04-28 03:51:27 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-04-28 17:54:57 +0300
commit9b0ea92be75c67567e05a091d0593b87564e0ad1 (patch)
tree7e350eb0097468d4d0c424ee11abf7ac1a43996d /source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
parentc06bfe9d09c33cebdffd2c840252d4863fd8ca33 (diff)
UI: Number slider uniform filling
Now we always fill the slider with a vertical boundary. A bit hard to explain, but very easy to see the difference. I split the widget in three parts and used fragment shader discard to remove the undesired bits. That means all the widget program is doing a bit extra calculation. Reviewers: fclem Subscribers: billreynish Differential Revision: https://developer.blender.org/D3186
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl5
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
index 286a5373554..a356014d025 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
@@ -2,6 +2,7 @@ uniform vec3 checkerColorAndSize;
noperspective in vec4 finalColor;
noperspective in float butCo;
+flat in float discardFac;
out vec4 fragColor;
@@ -22,6 +23,10 @@ vec4 do_checkerboard()
void main()
{
+ if (min(1.0, -butCo) > discardFac) {
+ discard;
+ }
+
fragColor = finalColor;
if (butCo > 0.5) {