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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl32
1 files changed, 32 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl
new file mode 100644
index 00000000000..3db6cc1d3c1
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl
@@ -0,0 +1,32 @@
+#pragma BLENDER_REQUIRE(common_globals_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+in vec3 pos;
+in vec2 u;
+in int flag;
+
+out float selectionFac;
+noperspective out vec2 stipplePos;
+flat out vec2 stippleStart;
+
+void main()
+{
+ vec3 world_pos = point_object_to_world(vec3(u, 0.0));
+ gl_Position = point_world_to_ndc(world_pos);
+ /* Snap vertices to the pixel grid to reduce artifacts. */
+ vec2 half_viewport_res = sizeViewport.xy * 0.5;
+ vec2 half_pixel_offset = sizeViewportInv * 0.5;
+ gl_Position.xy = floor(gl_Position.xy * half_viewport_res) / half_viewport_res +
+ half_pixel_offset;
+
+ bool is_select = (flag & VERT_UV_SELECT) != 0;
+ selectionFac = is_select ? 1.0 : 0.0;
+ /* Move selected edges 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_select ? 0.25 : 0.35;
+ gl_Position.z = depth;
+
+ /* Avoid precision loss. */
+ stippleStart = stipplePos = 500.0 + 500.0 * (gl_Position.xy / gl_Position.w);
+}