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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl10
1 files changed, 5 insertions, 5 deletions
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 327a35ce6b2..9e9df82a77d 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
@@ -4,7 +4,7 @@
uniform float pointSize;
uniform float outlineWidth;
-in vec2 u;
+in vec2 au;
in int flag;
out vec4 fillColor;
@@ -22,7 +22,7 @@ void main()
fillColor = (is_selected) ? colorVertexSelect : deselect_col;
outlineColor = (is_pinned) ? pinned_col : vec4(fillColor.rgb, 0.0);
- vec3 world_pos = point_object_to_world(vec3(u, 0.0));
+ vec3 world_pos = point_object_to_world(vec3(au, 0.0));
/* 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. */
@@ -30,15 +30,15 @@ void main()
gl_Position = vec4(point_world_to_ndc(world_pos).xy, depth, 1.0);
gl_PointSize = pointSize;
- // calculate concentric radii in pixels
+ /* calculate concentric radii in pixels */
float radius = 0.5 * pointSize;
- // start at the outside and progress toward the center
+ /* start at the outside and progress toward the center */
radii[0] = radius;
radii[1] = radius - 1.0;
radii[2] = radius - outlineWidth;
radii[3] = radius - outlineWidth - 1.0;
- // convert to PointCoord units
+ /* convert to PointCoord units */
radii /= pointSize;
}