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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl29
1 files changed, 15 insertions, 14 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl
index e14032a9694..8bd344ed0e7 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl
@@ -9,24 +9,25 @@ uniform float outlineWidth;
in vec3 pos;
out vec4 radii;
-void main() {
- vec4 pos_4d = vec4(pos, 1.0);
- gl_Position = ModelViewProjectionMatrix * pos_4d;
- gl_PointSize = size;
+void main()
+{
+ vec4 pos_4d = vec4(pos, 1.0);
+ gl_Position = ModelViewProjectionMatrix * pos_4d;
+ gl_PointSize = size;
- // calculate concentric radii in pixels
- float radius = 0.5 * size;
+ // calculate concentric radii in pixels
+ float radius = 0.5 * size;
- // 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;
+ // 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 /= size;
+ // convert to PointCoord units
+ radii /= size;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
#endif
}