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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
/* Reuse the FREESTYLE flag to determine is GPencil. */
bool is_gpencil = ((data & EDGE_FREESTYLE) != 0);
if ((data & VERT_SELECTED) != 0) {
if ((data & VERT_ACTIVE) != 0) {
finalColor = colorEditMeshActive;
}
else {
finalColor = (!is_gpencil) ? colorVertexSelect : colorGpencilVertexSelect;
}
}
else {
finalColor = (!is_gpencil) ? colorVertex : colorGpencilVertex;
}
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
gl_PointSize = (!is_gpencil) ? sizeVertex * 2.0 : sizeVertexGpencil * 2.0;
view_clipping_distances(world_pos);
bool show_handle = showCurveHandles;
if ((curveHandleDisplay == CURVE_HANDLE_SELECTED) && ((data & VERT_SELECTED_BEZT_HANDLE) == 0)) {
show_handle = false;
}
if (!show_handle && ((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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