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authorCampbell Barton <ideasman42@gmail.com>2017-08-16 18:38:07 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-08-16 23:34:02 +0300
commit7c96f613e4d05f67f5cd9bf0cec29ca7ce51a3e4 (patch)
tree5d366b09edc069803d67c875e9ef65314eff87a9 /source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl
parenta4068d008304f2c609df0b2d8db5f987c86c1509 (diff)
DwM: Use Batch's for drawing selection
Use mesh batch cache for mesh selection. Note that we could create the batches and free immediately so they don't take up memory. This resolves a problem where selection was limited to immediate-mode buffer size.
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl12
1 files changed, 12 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl
index 5dd1352adc5..118a661863d 100644
--- a/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl
@@ -1,9 +1,21 @@
+#if defined(USE_COLOR_U32)
+uniform uint color;
+#else
uniform vec4 color;
+#endif
out vec4 fragColor;
void main()
{
+#if defined(USE_COLOR_U32)
+ fragColor = vec4(
+ ((color ) & uint(0xFF)) * (1.0f / 255.0f),
+ ((color >> 8) & uint(0xFF)) * (1.0f / 255.0f),
+ ((color >> 16) & uint(0xFF)) * (1.0f / 255.0f),
+ ((color >> 24) ) * (1.0f / 255.0f));
+#else
fragColor = color;
+#endif
}