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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_3D_line_dashed_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_line_dashed_vert.glsl19
1 files changed, 1 insertions, 18 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_vert.glsl
index f3e91b6cc03..f86088e8d79 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_vert.glsl
@@ -1,32 +1,15 @@
-/* Note: nearly the same code as for 2D version... Maybe we could deduplicate? */
+// Draw dashed lines, perforated in screen space.
uniform mat4 ModelViewProjectionMatrix;
-uniform vec2 viewport_size;
#if __VERSION__ == 120
attribute vec3 pos;
- attribute vec3 line_origin; // = pos for one vertex of the line
- noperspective varying float distance_along_line;
#else
in vec3 pos;
- in vec3 line_origin;
- noperspective out float distance_along_line;
#endif
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
-
- vec4 point = ModelViewProjectionMatrix * vec4(line_origin, 1.0);
- vec2 ref_point = (point.xy / point.w) * 0.5 + 0.5; // <- device coordinates in [0..1] range.
- ref_point = ref_point * viewport_size; // <- fragment coordinates.
-
- vec2 curr_point = (gl_Position.xy / gl_Position.w) * 0.5 + 0.5; // <- device coordinates in [0..1] range.
- curr_point = curr_point * viewport_size; // <- fragment coordinates.
-
- distance_along_line = distance(ref_point, curr_point);
-
- /* 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... */
}