diff options
Diffstat (limited to 'source/blender/draw/modes')
5 files changed, 112 insertions, 152 deletions
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c index 0af90ad6f4b..d0b7e6484e3 100644 --- a/source/blender/draw/modes/edit_mesh_mode.c +++ b/source/blender/draw/modes/edit_mesh_mode.c @@ -104,7 +104,6 @@ typedef struct EDIT_MESH_Shaders { GPUShader *overlay_vert; GPUShader *overlay_edge; GPUShader *overlay_edge_flat; - GPUShader *overlay_edge_deco; GPUShader *overlay_face; GPUShader *overlay_facedot; @@ -137,7 +136,6 @@ typedef struct EDIT_MESH_PrivateData { DRWShadingGroup *vert_shgrp; DRWShadingGroup *edge_shgrp; - DRWShadingGroup *edge_deco_shgrp; DRWShadingGroup *face_shgrp; DRWShadingGroup *face_cage_shgrp; DRWShadingGroup *facedot_shgrp; @@ -150,7 +148,6 @@ typedef struct EDIT_MESH_PrivateData { bool do_zbufclip; bool do_faces; bool do_edges; - float edge_width_scale; } EDIT_MESH_PrivateData; /* Transient data */ /* *********** FUNCTIONS *********** */ @@ -192,7 +189,12 @@ static void EDIT_MESH_engine_init(void *vedata) }); char *lib = BLI_string_joinN(world_clip_lib_or_empty, datatoc_common_globals_lib_glsl, datatoc_edit_mesh_overlay_common_lib_glsl); - const bool use_geom_shader = GPU_max_line_width() <= 2.0f; + /* Use geometry shader to draw edge wireframe. This ensure us + * the same result accross platforms and more flexibility. But + * we pay the cost of running a geometry shader. + * In the future we might consider using only the vertex shader + * and loading data manually with buffer textures. */ + const bool use_geom_shader = true; const char *geom_sh_code[] = {lib, datatoc_edit_mesh_overlay_geom_glsl, NULL}; if (!use_geom_shader) { geom_sh_code[0] = NULL; @@ -211,16 +213,10 @@ static void EDIT_MESH_engine_init(void *vedata) }); sh_data->overlay_edge_flat = GPU_shader_create_from_arrays({ .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL}, - .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, + .frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL}, .defs = (const char *[]){world_clip_def_or_empty, use_geom_def, "#define EDGE\n", "#define FLAT\n", NULL}, .geom = (use_geom_shader) ? geom_sh_code : NULL, }); - sh_data->overlay_edge_deco = GPU_shader_create_from_arrays({ - .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL}, - .frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL}, - .defs = (const char *[]){world_clip_def_or_empty, use_geom_def, "#define EDGE_DECORATION\n", "#define FLAT\n", NULL}, - .geom = (use_geom_shader) ? geom_sh_code : NULL, - }); sh_data->overlay_vert = GPU_shader_create_from_arrays({ .vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL}, .frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL}, @@ -268,10 +264,10 @@ static void EDIT_MESH_engine_init(void *vedata) } static DRWPass *edit_mesh_create_overlay_pass( - float *face_alpha, float *edge_width_scale, int *data_mask, bool do_edges, bool UNUSED(xray), + float *face_alpha, int *data_mask, bool do_edges, bool UNUSED(xray), DRWState statemod, DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_face_cage_shgrp, DRWShadingGroup **r_facedot_shgrp, - DRWShadingGroup **r_edge_shgrp, DRWShadingGroup **r_edge_deco_shgrp, DRWShadingGroup **r_vert_shgrp) + DRWShadingGroup **r_edge_shgrp, DRWShadingGroup **r_vert_shgrp) { const DRWContextState *draw_ctx = DRW_context_state_get(); RegionView3D *rv3d = draw_ctx->rv3d; @@ -280,6 +276,7 @@ static DRWPass *edit_mesh_create_overlay_pass( EDIT_MESH_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg]; const bool select_vert = (tsettings->selectmode & SCE_SELECT_VERTEX) != 0; const bool select_face = (tsettings->selectmode & SCE_SELECT_FACE) != 0; + const bool select_edge = (tsettings->selectmode & SCE_SELECT_EDGE) != 0; float winmat[4][4]; float viewdist = rv3d->dist; DRW_viewport_matrix_get(winmat, DRW_MAT_WIN); @@ -295,17 +292,15 @@ static DRWPass *edit_mesh_create_overlay_pass( DRWShadingGroup *grp; - /* TEST */ GPUShader *vert_sh = sh_data->overlay_vert; GPUShader *edge_sh = (select_vert) ? sh_data->overlay_edge : sh_data->overlay_edge_flat; GPUShader *face_sh = sh_data->overlay_face; GPUShader *facedot_sh = sh_data->overlay_facedot; - GPUShader *edge_deco_sh = sh_data->overlay_edge_deco; + /* Faces */ if (select_face) { grp = *r_facedot_shgrp = DRW_shgroup_create(facedot_sh, pass); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); - DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1); DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH); if (rv3d->rflag & RV3D_CLIPPING) { DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d); @@ -315,7 +310,6 @@ static DRWPass *edit_mesh_create_overlay_pass( grp = *r_face_shgrp = DRW_shgroup_create(face_sh, pass); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_float(grp, "faceAlphaMod", face_alpha, 1); - DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1); DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1); DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges); DRW_shgroup_uniform_float_copy(grp, "ofs", 0.0f); @@ -332,7 +326,6 @@ static DRWPass *edit_mesh_create_overlay_pass( grp = *r_vert_shgrp = DRW_shgroup_create(vert_sh, pass); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); - DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1); DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs * 1.5f); DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE | DRW_STATE_WRITE_DEPTH); DRW_shgroup_state_disable(grp, DRW_STATE_BLEND); @@ -342,32 +335,19 @@ static DRWPass *edit_mesh_create_overlay_pass( } /* Edges */ - grp = *r_edge_deco_shgrp = DRW_shgroup_create(edge_deco_sh, pass); - DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); - DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); - DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1); - DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1); - DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges); - DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs); - DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE); - DRW_shgroup_state_enable(grp, DRW_STATE_BLEND); - DRW_shgroup_state_enable(grp, DRW_STATE_WIRE_WIDE); - /* To match blender loop structure. */ - DRW_shgroup_state_enable(grp, DRW_STATE_FIRST_VERTEX_CONVENTION); - if (rv3d->rflag & RV3D_CLIPPING) { - DRW_shgroup_world_clip_planes_from_rv3d(grp, rv3d); - } - grp = *r_edge_shgrp = DRW_shgroup_create(edge_sh, pass); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1); - DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1); DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1); DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges); DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs); - DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH); + DRW_shgroup_uniform_float_copy(grp, "edgeScale", select_edge ? 1.75f : 1.0f); DRW_shgroup_state_enable(grp, DRW_STATE_OFFSET_NEGATIVE); + /* TODO remove this when we draw only one line per edge. */ + DRW_shgroup_state_enable(grp, DRW_STATE_WRITE_DEPTH); + DRW_shgroup_state_disable(grp, DRW_STATE_DEPTH_LESS_EQUAL); + DRW_shgroup_state_enable(grp, DRW_STATE_DEPTH_LESS); /* To match blender loop structure. */ DRW_shgroup_state_enable(grp, DRW_STATE_FIRST_VERTEX_CONVENTION); if (rv3d->rflag & RV3D_CLIPPING) { @@ -406,9 +386,6 @@ static void EDIT_MESH_cache_init(void *vedata) stl->g_data->do_zbufclip = ((v3d)->shading.flag & XRAY_FLAG(v3d)) != 0; - /* Applies on top of the theme edge width, so edge-mode can have thick edges. */ - stl->g_data->edge_width_scale = (tsettings->selectmode & (SCE_SELECT_EDGE)) ? 1.75f : 1.0f; - stl->g_data->data_mask[0] = 0xFF; /* Face Flag */ stl->g_data->data_mask[1] = 0xFF; /* Edge Flag */ stl->g_data->data_mask[2] = 0xFF; /* Crease */ @@ -518,25 +495,23 @@ static void EDIT_MESH_cache_init(void *vedata) if (!stl->g_data->do_zbufclip) { psl->edit_face_overlay = edit_mesh_create_overlay_pass( - &face_mod, &stl->g_data->edge_width_scale, stl->g_data->data_mask, stl->g_data->do_edges, false, + &face_mod, stl->g_data->data_mask, stl->g_data->do_edges, false, DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND, &stl->g_data->face_shgrp, &stl->g_data->face_cage_shgrp, &stl->g_data->facedot_shgrp, &stl->g_data->edge_shgrp, - &stl->g_data->edge_deco_shgrp, &stl->g_data->vert_shgrp); } else { /* We render all wires with depth and opaque to a new fbo and blend the result based on depth values */ psl->edit_face_occluded = edit_mesh_create_overlay_pass( - &zero, &stl->g_data->edge_width_scale, stl->g_data->data_mask, stl->g_data->do_edges, true, + &zero, stl->g_data->data_mask, stl->g_data->do_edges, true, DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH, &stl->g_data->face_shgrp, &stl->g_data->face_cage_shgrp, &stl->g_data->facedot_shgrp, &stl->g_data->edge_shgrp, - &stl->g_data->edge_deco_shgrp, &stl->g_data->vert_shgrp); /* however we loose the front faces value (because we need the depth of occluded wires and @@ -586,14 +561,12 @@ static void edit_mesh_add_ob_to_pass( DRWShadingGroup *face_shgrp = (has_edit_mesh_cage) ? g_data->face_cage_shgrp : g_data->face_shgrp; DRWShadingGroup *vert_shgrp = g_data->vert_shgrp; DRWShadingGroup *edge_shgrp = g_data->edge_shgrp; - DRWShadingGroup *edge_deco_shgrp = g_data->edge_deco_shgrp; face_shgrp = (facefill_shgrp != NULL) ? facefill_shgrp : face_shgrp; geom_tris = DRW_mesh_batch_cache_get_edit_triangles(ob->data); geom_edges = DRW_mesh_batch_cache_get_edit_edges(ob->data); DRW_shgroup_call_add(edge_shgrp, geom_edges, ob->obmat); - DRW_shgroup_call_add(edge_deco_shgrp, geom_edges, ob->obmat); DRW_shgroup_call_add(face_shgrp, geom_tris, ob->obmat); if ((tsettings->selectmode & SCE_SELECT_VERTEX) != 0) { @@ -733,27 +706,34 @@ static void EDIT_MESH_draw_scene(void *vedata) const DRWContextState *draw_ctx = DRW_context_state_get(); View3D *v3d = draw_ctx->v3d; - if (v3d->shading.type == OB_SOLID && (v3d->shading.flag & XRAY_FLAG(v3d)) == 0) { - if (stl->g_data->ghost_ob == 1 && stl->g_data->edit_ob == 1) { - /* In the case of single ghost object edit (common case for retopology): - * we duplicate the depht+stencil buffer and clear all depth to 1.0f where - * the stencil buffer is no 0x00. */ - const float *viewport_size = DRW_viewport_size_get(); - const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; - struct GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_edit_mesh_type); - GPU_framebuffer_ensure_config(&fbl->ghost_wire_fb, { - GPU_ATTACHMENT_TEXTURE(ghost_depth_tx), - GPU_ATTACHMENT_TEXTURE(dtxl->color), - }); - - GPU_framebuffer_blit(dfbl->depth_only_fb, 0, fbl->ghost_wire_fb, 0, GPU_DEPTH_BIT | GPU_STENCIL_BIT); - GPU_framebuffer_bind(fbl->ghost_wire_fb); - - DRW_draw_pass(psl->ghost_clear_depth); - } + if (v3d->shading.type == OB_SOLID && (v3d->shading.flag & XRAY_FLAG(v3d)) == 0 && + stl->g_data->ghost_ob == 1 && stl->g_data->edit_ob == 1) + { + /* In the case of single ghost object edit (common case for retopology): + * we duplicate the depht+stencil buffer and clear all depth to 1.0f where + * the stencil buffer is no 0x00. */ + const float *viewport_size = DRW_viewport_size_get(); + const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; + struct GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_edit_mesh_type); + GPU_framebuffer_ensure_config(&fbl->ghost_wire_fb, { + GPU_ATTACHMENT_TEXTURE(ghost_depth_tx), + GPU_ATTACHMENT_TEXTURE(dtxl->color), + }); + + GPU_framebuffer_blit(dfbl->depth_only_fb, 0, fbl->ghost_wire_fb, 0, GPU_DEPTH_BIT | GPU_STENCIL_BIT); + GPU_framebuffer_bind(fbl->ghost_wire_fb); + + DRW_draw_pass(psl->ghost_clear_depth); + + DRW_draw_pass(psl->edit_face_overlay); } + else { + // MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl); + + DRW_draw_pass(psl->edit_face_overlay); - DRW_draw_pass(psl->edit_face_overlay); + // MULTISAMPLE_SYNC_DISABLE(dfbl, dtxl) + } } DRW_state_clip_planes_reset(); diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl index 682e77c347f..51b6e628deb 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl @@ -11,7 +11,7 @@ vec4 EDIT_MESH_edge_color_outer(int edge_flag, int face_flag, float crease, floa color = ((edge_flag & EDGE_SEAM) != 0) ? colorEdgeSeam : color; if ((face_flag & FACE_ACTIVE) != 0) { - color = colorEditMeshActive; + color = vec4(colorEditMeshActive.rgb, 1.0); } return color; } 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 bf41a0a43ae..d48c5158872 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl @@ -1,23 +1,36 @@ -#ifdef FLAT -flat in vec4 finalColor; -#else -in vec4 finalColor; -# ifdef EDGE -flat in int selectOveride; -# endif -#endif +#define M_1_SQRTPI 0.5641895835477563 /* 1/sqrt(pi) */ + +/** + * We want to know how much a pixel is covered by a line. + * We replace the square pixel with acircle of the same area and try to find the intersection area. + * The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment + * The formula for the area uses inverse trig function and is quite complexe. + * Instead, we approximate it by using the smoothstep function and a 1.05 factor to the disc radius. + **/ +#define DISC_RADIUS (M_1_SQRTPI * 1.05) +#define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS) +#define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS) + +uniform float edgeScale; + +flat in vec4 finalColorOuter_f; +in vec4 finalColor_f; +in float edgeCoord_f; out vec4 FragColor; void main() { -#if defined(EDGE) && !defined(FLAT) - vec4 prim_col = mix(colorEditMeshMiddle, colorEdgeSelect, finalColor.a); - prim_col = (selectOveride != 0) ? prim_col : finalColor; - prim_col.a = 1.0; + float dist = abs(edgeCoord_f) - max(sizeEdge * edgeScale - 0.5, 0.0); + float dist_outer = dist - max(sizeEdge * edgeScale, 1.0); +#if 1 + 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 -# define prim_col finalColor + float mix_w = step(0.5, dist); + float mix_w_outer = step(0.5, dist_outer); #endif - FragColor = prim_col; + 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); } diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl index 1063f5dd59d..fcedbd759aa 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl @@ -4,33 +4,23 @@ layout(triangle_strip, max_vertices = 4) out; uniform vec2 viewportSize; uniform vec2 viewportSizeInv; +uniform float edgeScale; -in VertexData { - vec4 finalColor; -#if defined(EDGE) && !defined(FLAT) - int selectOveride; -#endif -} v[]; +in vec4 finalColor[2]; +in vec4 finalColorOuter[2]; +in int selectOveride[2]; -#ifdef FLAT -# define interp_col flat -#else -# define interp_col -#endif +flat out vec4 finalColorOuter_f; +out vec4 finalColor_f; +out float edgeCoord_f; -interp_col out vec4 finalColor; -#if defined(EDGE) && !defined(FLAT) -flat out int selectOveride; -#endif - -void do_vertex(const int i, vec2 offset) +void do_vertex(const int i, float coord, vec2 offset) { - finalColor = v[i].finalColor; -#if defined(EDGE) && !defined(FLAT) - selectOveride = v[0].selectOveride; -#endif + finalColor_f = (selectOveride[0] == 0) ? finalColor[i] : finalColor[0]; + edgeCoord_f = coord; gl_Position = gl_in[i].gl_Position; - gl_Position.xy += offset * gl_Position.w; + /* Multiply offset by 2 because gl_Position range is [-1..1]. */ + gl_Position.xy += offset * 2.0 * gl_Position.w; EmitVertex(); } @@ -41,25 +31,24 @@ void main() ss_pos[1] = gl_in[1].gl_Position.xy / gl_in[1].gl_Position.w; vec2 line = ss_pos[0] - ss_pos[1]; - line *= viewportSize; - - vec3 edge_ofs = sizeEdge * 2.0 * viewportSizeInv.xyy * vec3(1.0, 1.0, 0.0); + line = abs(line) * viewportSize; -#ifdef EDGE_DECORATION - edge_ofs *= 3.0; + finalColorOuter_f = finalColorOuter[0]; + float half_size = sizeEdge * edgeScale; + /* Enlarge edge for flag display. */ + half_size += (finalColorOuter_f.a > 0.0) ? max(sizeEdge * edgeScale, 1.0) : 0.0; + /* Add 1 px for AA */ + half_size += 0.5; - if (finalColor.a == 0.0) { - return; - } -#endif + vec3 edge_ofs = half_size * viewportSizeInv.xyy * vec3(1.0, 1.0, 0.0); - bool horizontal = abs(line.x) > abs(line.y); + bool horizontal = line.x > line.y; edge_ofs = (horizontal) ? edge_ofs.zyz : edge_ofs.xzz; - do_vertex(0, edge_ofs.xy); - do_vertex(0, -edge_ofs.xy); - do_vertex(1, edge_ofs.xy); - do_vertex(1, -edge_ofs.xy); + do_vertex(0, half_size, edge_ofs.xy); + do_vertex(0, -half_size, -edge_ofs.xy); + do_vertex(1, half_size, edge_ofs.xy); + do_vertex(1, -half_size, -edge_ofs.xy); EndPrimitive(); } diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl index bc25ff17e74..378c5d2417a 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl @@ -17,32 +17,10 @@ in vec4 norAndFlag; # define vnor norAndFlag.xyz #endif +out vec4 finalColor; +out vec4 finalColorOuter; #ifdef USE_GEOM_SHADER -# define qual_col -# define qual_sel -#else -# ifdef FLAT -# define qual_col flat out -# else -# define qual_col out -# endif -# define qual_sel flat out -#endif - -#ifdef USE_GEOM_SHADER -out VertexData { -#endif - -qual_col vec4 finalColor; -#if defined(EDGE) && !defined(FLAT) -qual_sel int selectOveride; -#endif - -#ifdef USE_GEOM_SHADER -} v; -# define v(a) v.a -#else -# define v(a) a +out int selectOveride; #endif void main() @@ -60,7 +38,7 @@ void main() ivec4 m_data = data & dataMask; #if defined(VERT) - v(finalColor) = EDIT_MESH_vertex_color(m_data.y); + finalColor = EDIT_MESH_vertex_color(m_data.y); gl_PointSize = sizeVertex * 2.0; gl_Position.z -= 3e-5 * ((ProjectionMatrix[3][3] == 0.0) ? 1.0 : 0.0); /* Make selected and active vertex always on top. */ @@ -73,23 +51,23 @@ void main() #elif defined(EDGE) # ifdef FLAT - v(finalColor) = EDIT_MESH_edge_color_inner(m_data.y); + finalColor = EDIT_MESH_edge_color_inner(m_data.y); + selectOveride = 1; # else - v(finalColor) = EDIT_MESH_edge_vertex_color(m_data.y); - v(selectOveride) = (m_data.y & EDGE_SELECTED); + finalColor = EDIT_MESH_edge_vertex_color(m_data.y); + selectOveride = (m_data.y & EDGE_SELECTED); # endif -#elif defined(EDGE_DECORATION) float crease = float(m_data.z) / 255.0; float bweight = float(m_data.w) / 255.0; - v(finalColor) = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, crease, bweight); + finalColorOuter = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, crease, bweight); #elif defined(FACE) - v(finalColor) = EDIT_MESH_face_color(m_data.x); - v(finalColor).a *= faceAlphaMod; + finalColor = EDIT_MESH_face_color(m_data.x); + finalColor.a *= faceAlphaMod; #elif defined(FACEDOT) - v(finalColor) = EDIT_MESH_facedot_color(norAndFlag.w); + finalColor = EDIT_MESH_facedot_color(norAndFlag.w); /* Bias Facedot Z position in clipspace. */ gl_Position.z -= 0.00035; gl_PointSize = sizeFaceDot; @@ -106,12 +84,12 @@ void main() float facing = dot(view_vec, view_normal); facing = 1.0 - abs(facing) * 0.3; - v(finalColor) = mix(colorEditMeshMiddle, v(finalColor), facing); - v(finalColor).a = 1.0; + finalColor = mix(colorEditMeshMiddle, finalColor, facing); + finalColor.a = 1.0; # if defined(EDGE) && !defined(FLAT) /* Hack to blend color in pixel shader in case of overide. */ - v(finalColor).a = facing; + finalColor.a = facing; # endif #endif |