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#pragma BLENDER_REQUIRE(common_globals_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
uniform float uvOpacity;
in vec2 u;
in int flag;
flat out vec4 finalColor;
void main()
{
vec3 world_pos = point_object_to_world(vec3(u, 0.0));
gl_Position = point_world_to_ndc(world_pos);
bool is_selected = (flag & FACE_UV_SELECT) != 0;
bool is_active = (flag & FACE_UV_ACTIVE) != 0;
finalColor = (is_selected) ? colorFaceSelect : colorFace;
finalColor = (is_active) ? colorEditMeshActive : finalColor;
finalColor.a *= uvOpacity;
}
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