From 0cac3c79cc2298c5a704ec7b55a96292793f49b8 Mon Sep 17 00:00:00 2001 From: Jeroen Bakker Date: Fri, 18 Sep 2020 17:17:19 +0200 Subject: Fix T80927: UV Edges Not Visible When Repeat Image Active When repeat image was active the image was drawn in the foreground making most uv overlays not visible. This change creates a shared defined value for repeating and not repeating images. --- source/blender/draw/engines/image/shaders/engine_image_vert.glsl | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) (limited to 'source') diff --git a/source/blender/draw/engines/image/shaders/engine_image_vert.glsl b/source/blender/draw/engines/image/shaders/engine_image_vert.glsl index 47bad8e4db0..dbc8105bcf5 100644 --- a/source/blender/draw/engines/image/shaders/engine_image_vert.glsl +++ b/source/blender/draw/engines/image/shaders/engine_image_vert.glsl @@ -2,6 +2,8 @@ #define SIMA_DRAW_FLAG_DO_REPEAT (1 << 4) +#define DEPTH_IMAGE 0.75 + uniform int drawFlags; in vec3 pos; @@ -14,7 +16,7 @@ void main() vec3 image_pos = pos * 0.5 + 0.5; if ((drawFlags & SIMA_DRAW_FLAG_DO_REPEAT) != 0) { - gl_Position = vec4(pos.xy, 0.0, 1.0); + gl_Position = vec4(pos.xy, DEPTH_IMAGE, 1.0); uvs = point_view_to_object(image_pos).xy; } else { @@ -24,7 +26,7 @@ void main() * to detect if a transparency texture or the background color should be drawn. * Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4 * actual pixels are at 0.75, 1.0 is used for the background. */ - position.z = 0.75; + position.z = DEPTH_IMAGE; gl_Position = position; uvs = world_pos.xy; } -- cgit v1.2.3