diff options
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl | 42 |
1 files changed, 21 insertions, 21 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl b/source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl index 4ed7ed56c11..a71dfba575b 100644 --- a/source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl @@ -11,7 +11,7 @@ uniform vec4 frontColor; uniform vec4 backColor; uniform vec4 silhouetteColor; -uniform vec3 eye; // direction we are looking +uniform vec3 eye; // direction we are looking uniform mat4 ModelViewProjectionMatrix; @@ -31,24 +31,24 @@ const vec4 nowhere = vec4(vec3(0.0), 1.0); void main() { - bool face_1_front = dot(N1, eye) > 0.0; - bool face_2_front = dot(N2, eye) > 0.0; - - vec4 position = ModelViewProjectionMatrix * vec4(pos, 1.0); - - if (face_1_front && face_2_front) { - // front-facing edge - gl_Position = drawFront ? position : nowhere; - finalColor = frontColor; - } - else if (face_1_front || face_2_front) { - // exactly one face is front-facing, silhouette edge - gl_Position = drawSilhouette ? position : nowhere; - finalColor = silhouetteColor; - } - else { - // back-facing edge - gl_Position = drawBack ? position : nowhere; - finalColor = backColor; - } + bool face_1_front = dot(N1, eye) > 0.0; + bool face_2_front = dot(N2, eye) > 0.0; + + vec4 position = ModelViewProjectionMatrix * vec4(pos, 1.0); + + if (face_1_front && face_2_front) { + // front-facing edge + gl_Position = drawFront ? position : nowhere; + finalColor = frontColor; + } + else if (face_1_front || face_2_front) { + // exactly one face is front-facing, silhouette edge + gl_Position = drawSilhouette ? position : nowhere; + finalColor = silhouetteColor; + } + else { + // back-facing edge + gl_Position = drawBack ? position : nowhere; + finalColor = backColor; + } } |