diff options
author | Campbell Barton <ideasman42@gmail.com> | 2018-07-01 09:42:16 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2018-07-01 09:42:16 +0300 |
commit | b4998548ab1edc513a47038872b3282efe6dfef9 (patch) | |
tree | 4244014dcb1bbbccd3fa6d136731c677475b62d5 /source/blender/gpu | |
parent | ab6e23ffbbcdadaba305008bcaeae8516fd98c2b (diff) |
Cleanup: use '_len' suffix for line stipple
Diffstat (limited to 'source/blender/gpu')
3 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl index 7caf00f58fd..3c5b0d1ca0a 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl @@ -10,9 +10,9 @@ uniform float dash_width; /* Simple mode, discarding non-dash parts (so no need for blending at all). */ uniform float dash_factor; /* if > 1.0, solid line. */ -/* More advanced mode, allowing for complex, multi-colored patterns. Enabled when num_colors > 0. */ +/* More advanced mode, allowing for complex, multi-colored patterns. Enabled when colors_len > 0. */ /* Note: max number of steps/colors in pattern is 32! */ -uniform int num_colors; /* Enabled if > 0, 1 for solid line. */ +uniform int colors_len; /* Enabled if > 0, 1 for solid line. */ uniform vec4 colors[32]; noperspective in float distance_along_line; @@ -23,15 +23,15 @@ out vec4 fragColor; void main() { /* Multi-color option. */ - if (num_colors > 0) { + if (colors_len > 0) { /* Solid line case, simple. */ - if (num_colors == 1) { + if (colors_len == 1) { fragColor = colors[0]; } /* Actually dashed line... */ else { float normalized_distance = fract(distance_along_line / dash_width); - fragColor = colors[int(normalized_distance * num_colors)]; + fragColor = colors[int(normalized_distance * colors_len)]; } } /* Single color option. */ diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl index db4bdf0a9f0..8fa19f94b39 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl @@ -12,7 +12,7 @@ uniform vec2 viewport_size; /* Uniforms from fragment shader, used here to optimize out useless computation in case of solid line. */ uniform float dash_factor; /* if > 1.0, solid line. */ -uniform int num_colors; /* Enabled if > 0, 1 for solid line. */ +uniform int colors_len; /* Enabled if > 0, 1 for solid line. */ layout(lines) in; @@ -34,7 +34,7 @@ void main() gl_Position = v2; color_geom = color_vert[1]; - if ((num_colors == 1) || (dash_factor >= 1.0f)) { + if ((colors_len == 1) || (dash_factor >= 1.0f)) { /* Solid line, optimize out distance computation! */ distance_along_line = 0.0f; } diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl index 20c72f4407d..5a4da5cc9d4 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl @@ -10,7 +10,7 @@ uniform float width; /* in pixels, screen space. */ /* Uniforms from fragment shader, used here to optimize out useless computation in case of solid line. */ uniform float dash_factor; /* if > 1.0, solid line. */ -uniform int num_colors; /* Enabled if > 0, 1 for solid line. */ +uniform int colors_len; /* Enabled if > 0, 1 for solid line. */ layout(lines) in; @@ -36,7 +36,7 @@ void main() gl_Position = v1 - (wdir * w1); EmitVertex(); - if ((num_colors == 1) || (dash_factor >= 1.0f)) { + if ((colors_len == 1) || (dash_factor >= 1.0f)) { /* Solid line, optimize out distance computation! */ distance_along_line = 0.0f; } |