Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl10
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_edituvs_facedots_vert.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_edituvs_faces_vert.glsl10
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl10
4 files changed, 22 insertions, 14 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl
index 76e9c066103..0fddbddddc5 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl
@@ -12,17 +12,19 @@ noperspective out vec4 finalColor;
flat out vec4 finalColor;
#endif
-#define VERTEX_SELECT (1 << 0)
-#define EDGE_SELECT (1 << 4)
+/* TODO: Port drawing to draw manager and
+ * remove constants duplications. */
+#define VERT_UV_SELECT (1 << 3)
+#define EDGE_UV_SELECT (1 << 5)
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
#ifdef SMOOTH_COLOR
- bool is_select = (flag & VERTEX_SELECT) != 0;
+ bool is_select = (flag & VERT_UV_SELECT) != 0;
#else
- bool is_select = (flag & EDGE_SELECT) != 0;
+ bool is_select = (flag & EDGE_UV_SELECT) != 0;
#endif
finalColor = (is_select) ? selectColor : edgeColor;
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_facedots_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_facedots_vert.glsl
index c5f84b976c5..e0d168e8095 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_facedots_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_facedots_vert.glsl
@@ -8,10 +8,12 @@ in int flag;
out vec4 finalColor;
-#define FACE_SELECT (1 << 2)
+/* TODO: Port drawing to draw manager and
+ * remove constants duplications. */
+#define FACE_UV_SELECT (1 << 7)
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
- finalColor = ((flag & FACE_SELECT) != 0) ? selectColor : vertColor;
+ finalColor = ((flag & FACE_UV_SELECT) != 0) ? selectColor : vertColor;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_faces_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_faces_vert.glsl
index 82c8d3f0c4a..1d25c8fe345 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_faces_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_faces_vert.glsl
@@ -9,15 +9,17 @@ in int flag;
flat out vec4 finalColor;
-#define FACE_SELECT (1 << 2)
-#define FACE_ACTIVE (1 << 3)
+/* TODO: Port drawing to draw manager and
+ * remove constants duplications. */
+#define FACE_UV_ACTIVE (1 << 6)
+#define FACE_UV_SELECT (1 << 7)
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
- bool is_selected = (flag & FACE_SELECT) != 0;
- bool is_active = (flag & FACE_ACTIVE) != 0;
+ bool is_selected = (flag & FACE_UV_SELECT) != 0;
+ bool is_active = (flag & FACE_UV_ACTIVE) != 0;
finalColor = (is_selected) ? selectColor : faceColor;
finalColor = (is_active) ? activeColor : finalColor;
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl
index 46dd1e066c8..50166bc4e95 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl
@@ -13,16 +13,18 @@ out vec4 fillColor;
out vec4 outlineColor;
out vec4 radii;
-#define VERTEX_SELECT (1 << 0)
-#define VERTEX_PINNED (1 << 1)
+/* TODO: Port drawing to draw manager and
+ * remove constants duplications. */
+#define VERT_UV_SELECT (1 << 3)
+#define VERT_UV_PINNED (1 << 4)
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
gl_PointSize = pointSize;
- bool is_selected = (flag & VERTEX_SELECT) != 0;
- bool is_pinned = (flag & VERTEX_PINNED) != 0;
+ bool is_selected = (flag & VERT_UV_SELECT) != 0;
+ bool is_pinned = (flag & VERT_UV_PINNED) != 0;
vec4 deselect_col = (is_pinned) ? pinnedColor : vertColor;
fillColor = (is_selected) ? selectColor : deselect_col;