From 6f063bdb1c316d31d108d2d609de36a0e4461db5 Mon Sep 17 00:00:00 2001 From: Luca Rood Date: Tue, 23 May 2017 14:37:01 +0200 Subject: Use pointers to actual data for particle uniforms This makes particle color uniforms point directly to material color, and particle size uniforms point directly to ParticleSettings size. --- .../blender/draw/modes/shaders/object_particle_prim_vert.glsl | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) (limited to 'source/blender/draw/modes/shaders/object_particle_prim_vert.glsl') diff --git a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl index 2483ca5b2d2..ff16f61b884 100644 --- a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl +++ b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl @@ -5,7 +5,7 @@ uniform mat4 ModelViewMatrix; uniform mat4 ProjectionMatrix; uniform int screen_space; uniform float pixel_size; -uniform float draw_size; +uniform int draw_size; in vec3 pos; in vec4 rot; @@ -36,7 +36,13 @@ void main() gl_Position = ProjectionMatrix * gl_Position; } else { - gl_Position = ModelViewProjectionMatrix * vec4(pos + rotate(inst_pos * pix_size * draw_size, rot), 1.0); + int size = draw_size; + + if (axis > -1) { + size *= 2; + } + + gl_Position = ModelViewProjectionMatrix * vec4(pos + rotate(inst_pos * pix_size * size, rot), 1.0); } finalAxis = axis; -- cgit v1.2.3