Commit: da6ed54569d03d18512e46ae08629bf72a592a82 Author: Jeroen Bakker Date: Wed Jun 13 14:21:12 2018 +0200 Branches: blender2.8 https://developer.blender.org/rBda6ed54569d03d18512e46ae08629bf72a592a82
T55456: EditDrawMode - removed the dithering from the active face =================================================================== M source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl M source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl M source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl =================================================================== diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl index 23b794d9b8b..6e6e1eff35f 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl @@ -1,29 +1,8 @@ - -/* Solid Wirefram implementation - * Mike Erwin, Clément Foucault */ - -/* This shader follows the principles of - * http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf */ - flat in vec4 faceColor; -flat in int faceActive; out vec4 FragColor; -const vec4 stipple_matrix[4] = vec4[4]( - vec4(1.0, 0.0, 0.0, 0.0), - vec4(0.0, 0.0, 0.0, 0.0), - vec4(0.0, 0.0, 1.0, 0.0), - vec4(0.0, 0.0, 0.0, 0.0) -); - void main() { FragColor = faceColor; - - if (faceActive == 1) { - int x = int(gl_FragCoord.x) & 0x3; /* mod 4 */ - int y = int(gl_FragCoord.y) & 0x3; /* mod 4 */ - FragColor *= stipple_matrix[x][y]; - } } diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl index 3b9aa77306f..6b87a358588 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl @@ -5,7 +5,6 @@ in vec3 pos; in ivec4 data; flat out vec4 faceColor; -flat out int faceActive; #define FACE_ACTIVE (1 << 2) #define FACE_SELECTED (1 << 3) @@ -16,14 +15,11 @@ void main() if ((data.x & FACE_ACTIVE) != 0) { faceColor = colorEditMeshActive; - faceActive = 1; } else if ((data.x & FACE_SELECTED) != 0) { faceColor = colorFaceSelect; - faceActive = 0; } else { faceColor = colorFace; - faceActive = 0; } } diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl index 4bf5f348c27..7d546bd2309 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl @@ -75,13 +75,6 @@ const ivec3 clipPointIdx[6] = ivec3[6]( ivec3(2, 1, 0) ); -const vec4 stipple_matrix[4] = vec4[4]( - vec4(1.0, 0.0, 0.0, 0.0), - vec4(0.0, 0.0, 0.0, 0.0), - vec4(0.0, 0.0, 1.0, 0.0), - vec4(0.0, 0.0, 0.0, 0.0) -); - void colorDist(vec4 color, float dist) { FragColor = (dist < 0) ? color : FragColor; @@ -145,15 +138,7 @@ void main() /* First */ FragColor = faceColor; - - if ((flag[0] & FACE_ACTIVE) != 0) { - int x = int(gl_FragCoord.x) & 0x3; /* mod 4 */ - int y = int(gl_FragCoord.y) & 0x3; /* mod 4 */ - FragColor *= stipple_matrix[x][y]; - } - else { - FragColor.a *= faceAlphaMod; - } + FragColor.a *= faceAlphaMod; /* Edges */ for (int v = 0; v < 3; ++v) { _______________________________________________ Bf-blender-cvs mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-blender-cvs
