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authorClément Foucault <foucault.clem@gmail.com>2020-03-29 21:42:52 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-03-29 21:49:07 +0300
commitbf3b0db785fd4c6575c22340e6a92328538ff790 (patch)
treed905972fd430ab33d6e51e1ed3162e2b408ff2cf /source/blender
parent0b57ecc665cdf37f1e24bfb293fa56c2279aac0f (diff)
Overlay: Edit Mesh: Add offset for thicker edges
Edges with sharpness, seam and bevel are thicker and thus needs more offset to not appear aliased. Based on D5448 by @oficsu
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_mesh_vert.glsl4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/edit_mesh_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_mesh_vert.glsl
index 84dbf85816f..203f6cb1901 100644
--- a/source/blender/draw/engines/overlay/shaders/edit_mesh_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/edit_mesh_vert.glsl
@@ -69,6 +69,10 @@ void main()
float bweight = float(m_data.w) / 255.0;
finalColorOuter = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, crease, bweight);
+ if (finalColorOuter.a > 0.0) {
+ gl_Position.z -= 5e-7 * abs(gl_Position.w);
+ }
+
bool occluded = false; /* Done in fragment shader */
#elif defined(FACE)