diff options
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl | 62 |
1 files changed, 31 insertions, 31 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl index 3c5b0d1ca0a..185a4c8c59f 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl @@ -8,11 +8,11 @@ uniform float dash_width; /* Simple mode, discarding non-dash parts (so no need for blending at all). */ -uniform float dash_factor; /* if > 1.0, solid line. */ +uniform float dash_factor; /* if > 1.0, solid line. */ /* More advanced mode, allowing for complex, multi-colored patterns. Enabled when colors_len > 0. */ /* Note: max number of steps/colors in pattern is 32! */ -uniform int colors_len; /* Enabled if > 0, 1 for solid line. */ +uniform int colors_len; /* Enabled if > 0, 1 for solid line. */ uniform vec4 colors[32]; noperspective in float distance_along_line; @@ -22,33 +22,33 @@ out vec4 fragColor; void main() { - /* Multi-color option. */ - if (colors_len > 0) { - /* Solid line case, simple. */ - if (colors_len == 1) { - fragColor = colors[0]; - } - /* Actually dashed line... */ - else { - float normalized_distance = fract(distance_along_line / dash_width); - fragColor = colors[int(normalized_distance * colors_len)]; - } - } - /* Single color option. */ - else { - /* Solid line case, simple. */ - if (dash_factor >= 1.0f) { - fragColor = color_geom; - } - /* Actually dashed line... */ - else { - float normalized_distance = fract(distance_along_line / dash_width); - if (normalized_distance <= dash_factor) { - fragColor = color_geom; - } - else { - discard; - } - } - } + /* Multi-color option. */ + if (colors_len > 0) { + /* Solid line case, simple. */ + if (colors_len == 1) { + fragColor = colors[0]; + } + /* Actually dashed line... */ + else { + float normalized_distance = fract(distance_along_line / dash_width); + fragColor = colors[int(normalized_distance * colors_len)]; + } + } + /* Single color option. */ + else { + /* Solid line case, simple. */ + if (dash_factor >= 1.0f) { + fragColor = color_geom; + } + /* Actually dashed line... */ + else { + float normalized_distance = fract(distance_along_line / dash_width); + if (normalized_distance <= dash_factor) { + fragColor = color_geom; + } + else { + discard; + } + } + } } |