diff options
author | Philipp Oeser <info@graphics-engineer.com> | 2020-12-08 18:10:08 +0300 |
---|---|---|
committer | Philipp Oeser <info@graphics-engineer.com> | 2020-12-10 15:20:15 +0300 |
commit | 2b9eb5eee58acb81d8ae7e64a5a95526623d64d7 (patch) | |
tree | f5a35e1d9a573f5c519e91bcb4f0d71fb1907c9f /source/blender | |
parent | e795ba1529a28ec276a5178fda2025e5ec071bbf (diff) |
Fix T83361: UV Editor does not draw pinned selected UVs as pinned
Caused by rB4212b6528af.
outlineColor is computed by the vertex shader, so not a uniform.
So outlineColor was undefined.
note: it was still possible to run into the situation that a selected UV
is drawn ontop of a selected pinned UV [you had to disable sticky
selection for this], now also make sure selected-pinned are drawn
topmost, then selected, then unselected UVs.
Maniphest Tasks: T83361
Differential Revision: https://developer.blender.org/D9786
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/edit_uv_verts_frag.glsl | 3 | ||||
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl | 2 |
2 files changed, 2 insertions, 3 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_frag.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_frag.glsl index 1d936e4e072..ea2715a3c32 100644 --- a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_frag.glsl @@ -1,6 +1,5 @@ -uniform vec4 outlineColor; - +in vec4 outlineColor; in vec4 radii; in vec4 fillColor; out vec4 fragColor; diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl index 9e9df82a77d..cb70a3b433c 100644 --- a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl @@ -26,7 +26,7 @@ void main() /* Move selected vertices to the top * Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4 * actual pixels are at 0.75, 1.0 is used for the background. */ - float depth = is_selected ? 0.05 : 0.15; + float depth = is_selected ? (is_pinned ? 0.05 : 0.10) : 0.15; gl_Position = vec4(point_world_to_ndc(world_pos).xy, depth, 1.0); gl_PointSize = pointSize; |