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common_globals_lib.glsl « shaders « modes « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/* keep in sync with GlobalsUboStorage */
layout(std140) uniform globalsBlock {
	vec4 colorWire;
	vec4 colorWireEdit;
	vec4 colorActive;
	vec4 colorSelect;
	vec4 colorDupliSelect;
	vec4 colorDupli;
	vec4 colorLibrarySelect;
	vec4 colorLibrary;
	vec4 colorTransform;
	vec4 colorLight;
	vec4 colorSpeaker;
	vec4 colorCamera;
	vec4 colorEmpty;
	vec4 colorVertex;
	vec4 colorVertexSelect;
	vec4 colorVertexUnreferenced;
	vec4 colorVertexMissingData;
	vec4 colorEditMeshActive;
	vec4 colorEdgeSelect;
	vec4 colorEdgeSeam;
	vec4 colorEdgeSharp;
	vec4 colorEdgeCrease;
	vec4 colorEdgeBWeight;
	vec4 colorEdgeFaceSelect;
	vec4 colorEdgeFreestyle;
	vec4 colorFace;
	vec4 colorFaceSelect;
	vec4 colorFaceFreestyle;
	vec4 colorNormal;
	vec4 colorVNormal;
	vec4 colorLNormal;
	vec4 colorFaceDot;
	vec4 colorDeselect;
	vec4 colorOutline;
	vec4 colorLightNoAlpha;

	vec4 colorBackground;
	vec4 colorEditMeshMiddle;

	vec4 colorHandleFree;
	vec4 colorHandleAuto;
	vec4 colorHandleVect;
	vec4 colorHandleAlign;
	vec4 colorHandleAutoclamp;
	vec4 colorHandleSelFree;
	vec4 colorHandleSelAuto;
	vec4 colorHandleSelVect;
	vec4 colorHandleSelAlign;
	vec4 colorHandleSelAutoclamp;
	vec4 colorNurbUline;
	vec4 colorNurbVline;
	vec4 colorNurbSelUline;
	vec4 colorNurbSelVline;
	vec4 colorActiveSpline;

	vec4 colorBonePose;

	vec4 colorCurrentFrame;

	vec4 colorGrid;
	vec4 colorGridEmphasise;
	vec4 colorGridAxisX;
	vec4 colorGridAxisY;
	vec4 colorGridAxisZ;

	float sizeLightCenter;
	float sizeLightCircle;
	float sizeLightCircleShadow;
	float sizeVertex;
	float sizeEdge;
	float sizeEdgeFix;
	float sizeFaceDot;

	float gridDistance;
	float gridResolution;
	float gridSubdivisions;
	float gridScale;

	float pad_globalsBlock;
};

/* data[0] (1nd byte flags) */
#define FACE_ACTIVE     (1 << 0)
#define FACE_SELECTED   (1 << 1)
#define FACE_FREESTYLE  (1 << 2)
#define VERT_UV_SELECT  (1 << 3)
#define VERT_UV_PINNED  (1 << 4)
#define EDGE_UV_SELECT  (1 << 5)
#define FACE_UV_ACTIVE  (1 << 6)
#define FACE_UV_SELECT  (1 << 7)
/* data[1] (2st byte flags) */
#define VERT_ACTIVE     (1 << 0)
#define VERT_SELECTED   (1 << 1)
#define EDGE_ACTIVE     (1 << 2)
#define EDGE_SELECTED   (1 << 3)
#define EDGE_SEAM       (1 << 4)
#define EDGE_SHARP      (1 << 5)
#define EDGE_FREESTYLE  (1 << 6)