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authorClément Foucault <foucault.clem@gmail.com>2018-04-05 17:07:28 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-04-05 17:08:46 +0300
commit1c1dc394662965356eee2347d824026cd9d18756 (patch)
tree7128f3c8693a64d76f0f52ac78075a775d374669 /source/blender/gpu
parentfb8a1a58d9a6ce68937111f1d9763ec6c09e0235 (diff)
UI: Node Editor: Make nodelink arrow size and link width dpi dependant.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
index 3fcae15bf16..4c295fcd72a 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
@@ -44,6 +44,7 @@ uniform bool doArrow;
#endif
uniform float expandSize;
+uniform float arrowSize;
uniform mat4 ModelViewProjectionMatrix;
out float colorGradient;
@@ -72,7 +73,7 @@ void main(void)
vec2 normal = tangent.yx * vec2(-1.0, 1.0);
/* Position vertex on the curve tangent space */
- point += pos.x * tangent + pos.y * normal;
+ point += (pos.x * tangent + pos.y * normal) * arrowSize;
gl_Position = ModelViewProjectionMatrix * vec4(point, 0.0, 1.0);