Commit: d9d2809eed0519c57fddac773163a3d648ea5bb2 Author: Jeroen Bakker Date: Thu Sep 10 15:14:56 2020 +0200 Branches: uvimage-editor-drawing https://developer.blender.org/rBd9d2809eed0519c57fddac773163a3d648ea5bb2
Move selected vertices to the top =================================================================== M source/blender/draw/engines/overlay/overlay_edit_uv.c M source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl =================================================================== diff --git a/source/blender/draw/engines/overlay/overlay_edit_uv.c b/source/blender/draw/engines/overlay/overlay_edit_uv.c index 4981b8483a7..1a95bd04c69 100644 --- a/source/blender/draw/engines/overlay/overlay_edit_uv.c +++ b/source/blender/draw/engines/overlay/overlay_edit_uv.c @@ -164,7 +164,8 @@ void OVERLAY_edit_uv_cache_init(OVERLAY_Data *vedata) /* uv verts */ { DRW_PASS_CREATE(psl->edit_uv_verts_ps, - DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_BLEND_ALPHA); + DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | + DRW_STATE_BLEND_ALPHA); GPUShader *sh = OVERLAY_shader_edit_uv_verts_get(); pd->edit_uv_verts_grp = DRW_shgroup_create(sh, psl->edit_uv_verts_ps); diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl index 1c5cbc7121d..89627ec528b 100644 --- a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl @@ -16,17 +16,18 @@ const vec4 pinned_col = vec4(1.0, 0.0, 0.0, 1.0); void main() { - vec3 world_pos = point_object_to_world(vec3(u, 0.0)); - gl_Position = point_world_to_ndc(world_pos); - - gl_PointSize = pointSize; - bool is_selected = (flag & (VERT_UV_SELECT | FACE_UV_SELECT)) != 0; bool is_pinned = (flag & VERT_UV_PINNED) != 0; vec4 deselect_col = (is_pinned) ? pinned_col : vec4(colorWire.rgb, 1.0); fillColor = (is_selected) ? colorVertexSelect : deselect_col; outlineColor = (is_pinned) ? pinned_col : vec4(fillColor.rgb, 0.0); + vec3 world_pos = point_object_to_world(vec3(u, 0.0)); + /* Move selected vertices to the top */ + float depth = is_selected ? 0.0 : 0.05; + gl_Position = vec4(point_world_to_ndc(world_pos).xy, depth, 1.0); + gl_PointSize = pointSize; + // calculate concentric radii in pixels float radius = 0.5 * pointSize; _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org https://lists.blender.org/mailman/listinfo/bf-blender-cvs