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Diffstat (limited to 'source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl')
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl18
1 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
index 59fb8e7fc90..3418732afc2 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
@@ -1,5 +1,5 @@
-#define M_1_SQRTPI 0.5641895835477563 /* 1/sqrt(pi) */
+#define M_1_SQRTPI 0.5641895835477563 /* 1/sqrt(pi) */
/**
* We want to know how much a pixel is covered by a line.
@@ -22,15 +22,15 @@ out vec4 FragColor;
void main()
{
- float dist = abs(edgeCoord_f) - max(sizeEdge * edgeScale - 0.5, 0.0);
- float dist_outer = dist - max(sizeEdge * edgeScale, 1.0);
+ float dist = abs(edgeCoord_f) - max(sizeEdge * edgeScale - 0.5, 0.0);
+ float dist_outer = dist - max(sizeEdge * edgeScale, 1.0);
#ifdef USE_SMOOTH_WIRE
- float mix_w = smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist);
- float mix_w_outer = smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist_outer);
+ float mix_w = smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist);
+ float mix_w_outer = smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist_outer);
#else
- float mix_w = step(0.5, dist);
- float mix_w_outer = step(0.5, dist_outer);
+ float mix_w = step(0.5, dist);
+ float mix_w_outer = step(0.5, dist_outer);
#endif
- FragColor = mix(finalColorOuter_f, finalColor_f, 1.0 - mix_w * finalColorOuter_f.a);
- FragColor.a *= 1.0 - (finalColorOuter_f.a > 0.0 ? mix_w_outer : mix_w);
+ FragColor = mix(finalColorOuter_f, finalColor_f, 1.0 - mix_w * finalColorOuter_f.a);
+ FragColor.a *= 1.0 - (finalColorOuter_f.a > 0.0 ? mix_w_outer : mix_w);
}