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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl48
1 files changed, 24 insertions, 24 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl
index c19598ea8ab..f3bda2cf27d 100644
--- a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl
@@ -27,39 +27,39 @@ flat out vec4 finalColor;
void emitLine(vec4 color)
{
- gl_Position = ProjectionMatrix * MV_pos[0];
+ gl_Position = ProjectionMatrix * MV_pos[0];
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
+ world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
#endif
- EmitVertex();
+ EmitVertex();
- gl_Position = ProjectionMatrix * MV_pos[1];
+ gl_Position = ProjectionMatrix * MV_pos[1];
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
+ world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
#endif
- finalColor = color;
- EmitVertex();
+ finalColor = color;
+ EmitVertex();
- EndPrimitive();
+ EndPrimitive();
}
void main()
{
- float finalEdgeClass = max(edgeClass[0], edgeClass[1]);
+ float finalEdgeClass = max(edgeClass[0], edgeClass[1]);
- if (finalEdgeClass > 0.0f) {
- // front-facing edge
- if (drawFront)
- emitLine(vec4(fCol[0], 0.75));
- }
- else if (finalEdgeClass < 0.0f) {
- // back-facing edge
- if (drawBack)
- emitLine(vec4(fCol[0], 0.5));
- }
- else {
- // exactly one face is front-facing, silhouette edge
- if (drawSilhouette)
- emitLine(vec4(fCol[0], 1.0));
- }
+ if (finalEdgeClass > 0.0f) {
+ // front-facing edge
+ if (drawFront)
+ emitLine(vec4(fCol[0], 0.75));
+ }
+ else if (finalEdgeClass < 0.0f) {
+ // back-facing edge
+ if (drawBack)
+ emitLine(vec4(fCol[0], 0.5));
+ }
+ else {
+ // exactly one face is front-facing, silhouette edge
+ if (drawSilhouette)
+ emitLine(vec4(fCol[0], 1.0));
+ }
}