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authorCampbell Barton <ideasman42@gmail.com>2019-07-07 06:43:42 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-07-07 06:54:25 +0300
commite68c8ba24edebc83b86c2fa06f1e74d47737261c (patch)
treef8febfda66bf57f313d29501003d0c2e9b662cb0 /source/blender/gpu
parent7a6c50e79c0b9426addd538f2cd373850617e836 (diff)
Cleanup: rename gpencil chess -> checker
Match existing texture name.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_gpencil_fill_frag.glsl20
1 files changed, 10 insertions, 10 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_gpencil_fill_frag.glsl b/source/blender/gpu/shaders/gpu_shader_gpencil_fill_frag.glsl
index 946fc752e17..56c9a2bd339 100644
--- a/source/blender/gpu/shaders/gpu_shader_gpencil_fill_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_gpencil_fill_frag.glsl
@@ -22,7 +22,7 @@ uniform sampler2D myTexture;
#define SOLID 0
#define GRADIENT 1
#define RADIAL 2
-#define CHESS 3
+#define CHECKER 3
#define TEXTURE 4
in vec2 texCoord_interp;
@@ -104,7 +104,7 @@ void main()
vec2 rot_tex = (matrot_tex * (texCoord_interp - t_center)) + t_center + t_offset;
vec4 tmp_color = texture2D(myTexture, rot_tex * t_scale);
vec4 text_color = vec4(tmp_color[0], tmp_color[1], tmp_color[2], tmp_color[3] * t_opacity);
- vec4 chesscolor;
+ vec4 checker_color;
/* solid fill */
if (fill_type == SOLID) {
@@ -144,32 +144,32 @@ void main()
}
set_color(color, color2, text_color, mix_factor, intensity, t_mix, t_flip, fragColor);
}
- /* chessboard */
- if (fill_type == CHESS) {
+ /* Checkerboard */
+ if (fill_type == CHECKER) {
vec2 pos = rot / g_boxsize;
if ((fract(pos.x) < 0.5 && fract(pos.y) < 0.5) ||
(fract(pos.x) > 0.5 && fract(pos.y) > 0.5)) {
if (t_flip == 0) {
- chesscolor = color;
+ checker_color = color;
}
else {
- chesscolor = color2;
+ checker_color = color2;
}
}
else {
if (t_flip == 0) {
- chesscolor = color2;
+ checker_color = color2;
}
else {
- chesscolor = color;
+ checker_color = color;
}
}
/* mix with texture */
if (t_mix == 1) {
- fragColor = mix(chesscolor, text_color, mix_factor);
+ fragColor = mix(checker_color, text_color, mix_factor);
}
else {
- fragColor = chesscolor;
+ fragColor = checker_color;
}
}
/* texture */