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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/overlay_paint_wire_vert.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_paint_wire_vert.glsl31
1 files changed, 31 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_paint_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_paint_wire_vert.glsl
new file mode 100644
index 00000000000..749cc92f082
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/overlay_paint_wire_vert.glsl
@@ -0,0 +1,31 @@
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+void main()
+{
+ GPU_INTEL_VERTEX_SHADER_WORKAROUND
+
+ bool is_select = (nor.w > 0.0) && useSelect;
+ bool is_hidden = (nor.w < 0.0) && useSelect;
+
+ vec3 world_pos = point_object_to_world(pos);
+ gl_Position = point_world_to_ndc(world_pos);
+ /* Add offset in Z to avoid zfighting and render selected wires on top. */
+ /* TODO: scale this bias using znear and zfar range. */
+ gl_Position.z -= (is_select ? 2e-4 : 1e-4);
+
+ if (is_hidden) {
+ gl_Position = vec4(-2.0, -2.0, -2.0, 1.0);
+ }
+
+ const vec4 colSel = vec4(1.0);
+
+ finalColor = (is_select) ? colSel : colorWire;
+
+ /* Weight paint needs a light color to contrasts with dark weights. */
+ if (!useSelect) {
+ finalColor = vec4(1.0, 1.0, 1.0, 0.3);
+ }
+
+ view_clipping_distances(world_pos);
+}