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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/overlay_edit_uv_verts_vert.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_edit_uv_verts_vert.glsl33
1 files changed, 33 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_verts_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_verts_vert.glsl
new file mode 100644
index 00000000000..9f9b02ce19d
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_verts_vert.glsl
@@ -0,0 +1,33 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+/* TODO: Theme? */
+const vec4 pinned_col = vec4(1.0, 0.0, 0.0, 1.0);
+
+void main()
+{
+ bool is_selected = (flag & (VERT_UV_SELECT | FACE_UV_SELECT)) != 0;
+ bool is_pinned = (flag & VERT_UV_PINNED) != 0;
+ vec4 deselect_col = (is_pinned) ? pinned_col : vec4(color.rgb, 1.0);
+ fillColor = (is_selected) ? colorVertexSelect : deselect_col;
+ outlineColor = (is_pinned) ? pinned_col : vec4(fillColor.rgb, 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. */
+ 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;
+
+ /* calculate concentric radii in pixels */
+ float radius = 0.5 * pointSize;
+
+ /* 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 */
+ radii /= pointSize;
+}