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/* Keep the same value of `BEZIER_HANDLE` in `draw_cache_imp_curve.c` */
#define BEZIER_HANDLE 1 << 3
uniform bool showCurveHandles;
in vec3 pos;
in int data;
out vec4 finalColor;
void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
if ((data & VERT_SELECTED) != 0) {
if ((data & VERT_ACTIVE) != 0) {
finalColor = colorEditMeshActive;
}
else {
finalColor = colorVertexSelect;
}
}
else {
finalColor = colorVertex;
}
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
gl_PointSize = sizeVertex * 2.0;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
if (!showCurveHandles && ((data & BEZIER_HANDLE) != 0)) {
/* We set the vertex at the camera origin to generate 0 fragments. */
gl_Position = vec4(0.0, 0.0, -3e36, 0.0);
}
}
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