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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_vert.glsl24
1 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_vert.glsl b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_vert.glsl
index e1fb78dd1a9..c8b722e1d7e 100644
--- a/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_vert.glsl
@@ -14,7 +14,7 @@ uniform mat4 ModelViewMatrix;
uniform mat3 NormalMatrix;
in vec3 pos;
-in vec3 N1, N2; // normals of faces this edge joins (object coords)
+in vec3 N1, N2; // normals of faces this edge joins (object coords)
out vec4 MV_pos;
out float edgeClass;
@@ -23,22 +23,22 @@ out float edgeClass;
bool front(vec3 N, vec3 eye)
{
- return dot(NormalMatrix * N, eye) > 0.0;
+ return dot(NormalMatrix * N, eye) > 0.0;
}
void main()
{
- MV_pos = ModelViewMatrix * vec4(pos, 1.0);
+ MV_pos = ModelViewMatrix * vec4(pos, 1.0);
- vec3 eye = normalize(-MV_pos.xyz);
+ vec3 eye = normalize(-MV_pos.xyz);
- bool face_1_front = front(N1, eye);
- bool face_2_front = front(N2, eye);
+ bool face_1_front = front(N1, eye);
+ bool face_2_front = front(N2, eye);
- if (face_1_front && face_2_front)
- edgeClass = 1.0; // front-facing edge
- else if (face_1_front || face_2_front)
- edgeClass = 0.0; // exactly one face is front-facing, silhouette edge
- else
- edgeClass = -1.0; // back-facing edge
+ if (face_1_front && face_2_front)
+ edgeClass = 1.0; // front-facing edge
+ else if (face_1_front || face_2_front)
+ edgeClass = 0.0; // exactly one face is front-facing, silhouette edge
+ else
+ edgeClass = -1.0; // back-facing edge
}