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Diffstat (limited to 'source/blender/draw/modes/shaders')
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl2
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl34
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl48
-rw-r--r--source/blender/draw/modes/shaders/paint_texture_frag.glsl4
-rw-r--r--source/blender/draw/modes/shaders/paint_vertex_frag.glsl4
-rw-r--r--source/blender/draw/modes/shaders/paint_wire_frag.glsl4
6 files changed, 58 insertions, 38 deletions
diff --git a/source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl b/source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl
index 00ababc624d..5dfbb4352e4 100644
--- a/source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl
+++ b/source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl
@@ -7,7 +7,7 @@ flat in vec3 ssVec2;
in float facing;
#ifdef LIGHT_EDGES
-in float edgeSharpness;
+flat in vec3 edgeSharpness;
#endif
out vec4 fragColor;
diff --git a/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl b/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl
index 6e833a4e16b..eb69af92435 100644
--- a/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl
+++ b/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl
@@ -20,7 +20,7 @@ in vec3 obPos[];
in vec3 vNor[];
in float forceEdge[];
-out float edgeSharpness;
+flat out vec3 edgeSharpness;
#endif
#define NO_EDGE vec3(10000.0);
@@ -33,6 +33,14 @@ vec3 compute_vec(vec2 v0, vec2 v1)
return vec3(v, -dot(v, v0));
}
+vec3 get_edge_normal(vec3 n1, vec3 n2, vec3 edge)
+{
+ edge = normalize(edge);
+ vec3 n = n1 + n2;
+ float p = dot(edge, n);
+ return normalize(n - p * edge);
+}
+
float get_edge_sharpness(vec3 fnor, vec3 vnor)
{
float sharpness = abs(dot(fnor, vnor));
@@ -50,27 +58,27 @@ void main(void)
ssVec2 = do_edge.z ? compute_vec(ssPos[2], ssPos[0]) : NO_EDGE;
#ifdef LIGHT_EDGES
- vec3 fnor = normalize(cross(obPos[1] - obPos[0], obPos[2] - obPos[0]));
-
- edgeSharpness = get_edge_sharpness(fnor, vNor[0]);
- edgeSharpness = (forceEdge[0] == 1.0 || forceEdge[2] == 1.0) ? 1.0 : edgeSharpness;
+ vec3 edges[3];
+ edges[0] = obPos[1] - obPos[0];
+ edges[1] = obPos[2] - obPos[1];
+ edges[2] = obPos[0] - obPos[2];
+ vec3 fnor = normalize(cross(edges[0], -edges[2]));
+
+ edgeSharpness.x = get_edge_sharpness(fnor, get_edge_normal(vNor[0], vNor[1], edges[0]));
+ edgeSharpness.y = get_edge_sharpness(fnor, get_edge_normal(vNor[1], vNor[2], edges[1]));
+ edgeSharpness.z = get_edge_sharpness(fnor, get_edge_normal(vNor[2], vNor[0], edges[2]));
+ edgeSharpness.x = (forceEdge[0] == 1.0) ? 1.0 : edgeSharpness.x;
+ edgeSharpness.y = (forceEdge[1] == 1.0) ? 1.0 : edgeSharpness.y;
+ edgeSharpness.z = (forceEdge[2] == 1.0) ? 1.0 : edgeSharpness.z;
#endif
gl_Position = gl_in[0].gl_Position;
facing = facings.x;
EmitVertex();
-#ifdef LIGHT_EDGES
- edgeSharpness = get_edge_sharpness(fnor, vNor[1]);
- edgeSharpness = (forceEdge[1] == 1.0 || forceEdge[0] == 1.0) ? 1.0 : edgeSharpness;
-#endif
gl_Position = gl_in[1].gl_Position;
facing = facings.y;
EmitVertex();
-#ifdef LIGHT_EDGES
- edgeSharpness = get_edge_sharpness(fnor, vNor[2]);
- edgeSharpness = (forceEdge[2] == 1.0 || forceEdge[1] == 1.0) ? 1.0 : edgeSharpness;
-#endif
gl_Position = gl_in[2].gl_Position;
facing = facings.z;
EmitVertex();
diff --git a/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl b/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl
index 616cd5379e9..fe3c2021b7e 100644
--- a/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl
+++ b/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl
@@ -27,7 +27,7 @@ out vec3 obPos;
out vec3 vNor;
out float forceEdge;
#else
-out float edgeSharpness;
+flat out vec3 edgeSharpness;
#endif
#endif
@@ -80,6 +80,14 @@ vec3 get_vertex_pos(uint id)
return pos;
}
+vec3 get_edge_normal(vec3 n1, vec3 n2, vec3 edge)
+{
+ edge = normalize(edge);
+ vec3 n = n1 + n2;
+ float p = dot(edge, n);
+ return normalize(n - p * edge);
+}
+
float get_edge_sharpness(vec3 fnor, vec3 vnor)
{
float sharpness = abs(dot(fnor, vnor));
@@ -152,24 +160,30 @@ void main()
gl_Position = p_pos[v_n];
+# ifndef LIGHT_EDGES
vec3 nor = get_vertex_nor(v_id[v_n]);
- facing = normalize(NormalMatrix * nor).z;
-
-# ifdef LIGHT_EDGES
- vec3 fnor = normalize(cross(pos[1] - pos[0], pos[2] - pos[0]));
- edgeSharpness = get_edge_sharpness(fnor, nor);
-
- /* Fix disapearing edges. */
- if (v_n == 0) {
- force_edge.xy = force_edge.xz;
- }
- else if (v_n == 2) {
- force_edge.xy = force_edge.yz;
- }
- if (any(force_edge.xy)) {
- edgeSharpness = 1.0;
- }
+# else
+ vec3 edges[3];
+ edges[0] = pos[1] - pos[0];
+ edges[1] = pos[2] - pos[1];
+ edges[2] = pos[0] - pos[2];
+ vec3 fnor = normalize(cross(edges[0], -edges[2]));
+
+ vec3 nors[3];
+ nors[0] = get_vertex_nor(v_id.x);
+ nors[1] = get_vertex_nor(v_id.y);
+ nors[2] = get_vertex_nor(v_id.z);
+ edgeSharpness.x = get_edge_sharpness(fnor, get_edge_normal(nors[0], nors[1], edges[0]));
+ edgeSharpness.y = get_edge_sharpness(fnor, get_edge_normal(nors[1], nors[2], edges[1]));
+ edgeSharpness.z = get_edge_sharpness(fnor, get_edge_normal(nors[2], nors[0], edges[2]));
+ edgeSharpness.x = force_edge.x ? 1.0 : edgeSharpness.x;
+ edgeSharpness.y = force_edge.y ? 1.0 : edgeSharpness.y;
+ edgeSharpness.z = force_edge.z ? 1.0 : edgeSharpness.z;
+
+ vec3 nor = nors[v_n];
# endif
+ facing = normalize(NormalMatrix * nor).z;
+
#endif
}
diff --git a/source/blender/draw/modes/shaders/paint_texture_frag.glsl b/source/blender/draw/modes/shaders/paint_texture_frag.glsl
index 18c58a54dca..4305e20ce7b 100644
--- a/source/blender/draw/modes/shaders/paint_texture_frag.glsl
+++ b/source/blender/draw/modes/shaders/paint_texture_frag.glsl
@@ -3,9 +3,9 @@ in vec2 uv_interp;
out vec4 fragColor;
uniform sampler2D image;
-
+uniform float alpha = 1.0;
void main()
{
- fragColor = texture(image, uv_interp);
+ fragColor = vec4(texture(image, uv_interp).rgb, alpha);
}
diff --git a/source/blender/draw/modes/shaders/paint_vertex_frag.glsl b/source/blender/draw/modes/shaders/paint_vertex_frag.glsl
index 5a00fec9c43..2c968dafa69 100644
--- a/source/blender/draw/modes/shaders/paint_vertex_frag.glsl
+++ b/source/blender/draw/modes/shaders/paint_vertex_frag.glsl
@@ -2,7 +2,7 @@
in vec3 finalColor;
out vec4 fragColor;
-
+uniform float alpha = 1.0;
vec3 linear_to_srgb_attrib(vec3 c) {
c = max(c, vec3(0.0));
vec3 c1 = c * 12.92;
@@ -13,5 +13,5 @@ vec3 linear_to_srgb_attrib(vec3 c) {
void main()
{
fragColor.rgb = linear_to_srgb_attrib(finalColor);
- fragColor.a = 1.0;
+ fragColor.a = alpha;
}
diff --git a/source/blender/draw/modes/shaders/paint_wire_frag.glsl b/source/blender/draw/modes/shaders/paint_wire_frag.glsl
index e4214a4c6d1..b6637fea308 100644
--- a/source/blender/draw/modes/shaders/paint_wire_frag.glsl
+++ b/source/blender/draw/modes/shaders/paint_wire_frag.glsl
@@ -18,7 +18,5 @@ void main()
const vec4 colSel = vec4(1.0, 1.0, 1.0, 1.0);
#endif
- const vec4 colUnsel = vec4(0.5, 0.5, 0.5, 1.0);
-
- fragColor = bool(finalFlag & VERTEX_SELECTED) ? colSel : colUnsel;
+ fragColor = bool(finalFlag & VERTEX_SELECTED) ? colSel : colorWire;
}