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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl10
1 files changed, 6 insertions, 4 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl
index 11f67172e89..584a179a9ac 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl
@@ -1,6 +1,7 @@
/*
- * Geometry Shader for dashed lines, with uniform multi-color(s), or any single-color, and unary thickness.
+ * Geometry Shader for dashed lines, with uniform multi-color(s),
+ * or any single-color, and unary thickness.
*
* Dashed is performed in screen space.
*/
@@ -9,7 +10,8 @@
uniform mat4 ModelViewProjectionMatrix;
uniform vec2 viewport_size;
-/* Uniforms from fragment shader, used here to optimize out useless computation in case of solid line. */
+/* Uniforms from fragment shader,
+ * used here to optimize out useless computation in case of solid line. */
uniform float dash_factor; /* if > 1.0, solid line. */
uniform int colors_len; /* Enabled if > 0, 1 for solid line. */
@@ -58,6 +60,6 @@ void main()
EndPrimitive();
- /* Note: we could also use similar approach as diag_stripes_frag, but this would give us dashed 'anchored'
- * to the screen, and not to one end of the line... */
+ /* Note: we could also use similar approach as diag_stripes_frag,
+ * but this would give us dashed 'anchored' to the screen, and not to one end of the line... */
}