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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl44
1 files changed, 0 insertions, 44 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl
deleted file mode 100644
index bec565be1df..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl
+++ /dev/null
@@ -1,44 +0,0 @@
-
-uniform mat4 ModelViewProjectionMatrix;
-uniform vec4 vertColor;
-uniform vec4 selectColor;
-uniform vec4 pinnedColor;
-uniform float pointSize;
-uniform float outlineWidth;
-
-in vec2 pos;
-in int flag;
-
-out vec4 fillColor;
-out vec4 outlineColor;
-out vec4 radii;
-
-/* TODO: Port drawing to draw manager and
- * remove constants duplications. */
-#define VERT_UV_SELECT (1 << 3)
-#define VERT_UV_PINNED (1 << 4)
-
-void main()
-{
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
- gl_PointSize = pointSize;
-
- bool is_selected = (flag & VERT_UV_SELECT) != 0;
- bool is_pinned = (flag & VERT_UV_PINNED) != 0;
-
- vec4 deselect_col = (is_pinned) ? pinnedColor : vertColor;
- fillColor = (is_selected) ? selectColor : deselect_col;
- outlineColor = (is_pinned) ? pinnedColor : vec4(fillColor.rgb, 0.0);
-
- /* 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;
-}