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authorJeroen Bakker <jeroen@blender.org>2020-09-18 18:17:19 +0300
committerJeroen Bakker <jeroen@blender.org>2020-09-18 19:00:12 +0300
commit0cac3c79cc2298c5a704ec7b55a96292793f49b8 (patch)
treea8b178ebb2513caa0039463af2d9430b0e1934b5 /source
parent6303cb7bd00701ddc66a55c1731cc70982005ae1 (diff)
Fix T80927: UV Edges Not Visible When Repeat Image Active
When repeat image was active the image was drawn in the foreground making most uv overlays not visible. This change creates a shared defined value for repeating and not repeating images.
Diffstat (limited to 'source')
-rw-r--r--source/blender/draw/engines/image/shaders/engine_image_vert.glsl6
1 files changed, 4 insertions, 2 deletions
diff --git a/source/blender/draw/engines/image/shaders/engine_image_vert.glsl b/source/blender/draw/engines/image/shaders/engine_image_vert.glsl
index 47bad8e4db0..dbc8105bcf5 100644
--- a/source/blender/draw/engines/image/shaders/engine_image_vert.glsl
+++ b/source/blender/draw/engines/image/shaders/engine_image_vert.glsl
@@ -2,6 +2,8 @@
#define SIMA_DRAW_FLAG_DO_REPEAT (1 << 4)
+#define DEPTH_IMAGE 0.75
+
uniform int drawFlags;
in vec3 pos;
@@ -14,7 +16,7 @@ void main()
vec3 image_pos = pos * 0.5 + 0.5;
if ((drawFlags & SIMA_DRAW_FLAG_DO_REPEAT) != 0) {
- gl_Position = vec4(pos.xy, 0.0, 1.0);
+ gl_Position = vec4(pos.xy, DEPTH_IMAGE, 1.0);
uvs = point_view_to_object(image_pos).xy;
}
else {
@@ -24,7 +26,7 @@ void main()
* to detect if a transparency texture or the background color should be drawn.
* 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. */
- position.z = 0.75;
+ position.z = DEPTH_IMAGE;
gl_Position = position;
uvs = world_pos.xy;
}