Commit: 2d468fc072fc0c70f3eaf0fd8d6788700b567734
Author: Campbell Barton
Date:   Mon Mar 4 00:48:34 2019 +1100
Branches: master
https://developer.blender.org/rB2d468fc072fc0c70f3eaf0fd8d6788700b567734

UI: subtle outline for negative 3D view gizmo axes

Without this they can blend in visually with the backdrop of the gizmo.

===================================================================

M       source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c

===================================================================

diff --git a/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c 
b/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c
index fa1b91b255d..f9b67a430e6 100644
--- a/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c
+++ b/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c
@@ -261,8 +261,11 @@ static void axis_geom_draw(
        }
 #endif
 
+       /* When the cursor is over any of the gizmos (show circle backdrop). */
+       const bool is_active = (color[3] != 0.0f);
+
        /* Circle defining active area. */
-       if (color[3] != 0.0f) {
+       if (is_active) {
                immUniformColor4fv(color);
                imm_draw_circle_fill_3d(pos_id, 0, 0, 1.0f, DIAL_RESOLUTION);
        }
@@ -352,6 +355,18 @@ static void axis_geom_draw(
 
                                GPUBatch *sphere = GPU_batch_preset_sphere(0);
                                GPU_batch_program_set_builtin(sphere, 
GPU_SHADER_3D_UNIFORM_COLOR);
+
+                               /* Black outlines for negative axis balls, 
otherwise they can be hard to see since
+                                * they use a faded color which can be similar 
to the circle backdrop in tone. */
+                               if (is_active && !is_highlight && !is_pos && 
!select && !(axis_align == axis)) {
+                                       static const float axis_black_faded[4] 
= {0, 0, 0, 0.2f};
+                                       const float scale = 1.15f;
+                                       GPU_matrix_scale_1f(scale);
+                                       GPU_batch_uniform_4fv(sphere, "color", 
axis_black_faded);
+                                       GPU_batch_draw(sphere);
+                                       GPU_matrix_scale_1f(1.0 / scale);
+                               }
+
                                GPU_batch_uniform_4fv(sphere, "color", 
is_pos_color ? color_current : color_current_fade);
                                GPU_batch_draw(sphere);
                                GPU_matrix_pop();

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