Commit: e4ad8efb2e6b785fbb60c13192463c1ce5b70108
Author: Jeroen Bakker
Date:   Thu Sep 10 15:46:01 2020 +0200
Branches: uvimage-editor-drawing
https://developer.blender.org/rBe4ad8efb2e6b785fbb60c13192463c1ce5b70108

Better description for the depth ordering

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

M       source/blender/draw/engines/image/shaders/engine_image_vert.glsl
M       source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl
M       source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl

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

diff --git a/source/blender/draw/engines/image/shaders/engine_image_vert.glsl 
b/source/blender/draw/engines/image/shaders/engine_image_vert.glsl
index 8beb078520b..3f1fb154d44 100644
--- a/source/blender/draw/engines/image/shaders/engine_image_vert.glsl
+++ b/source/blender/draw/engines/image/shaders/engine_image_vert.glsl
@@ -21,8 +21,10 @@ void main()
     vec3 world_pos = point_object_to_world(image_pos);
     vec4 position = point_world_to_ndc(world_pos);
     /* Move drawn pixels to the front. In the overlay engine the depth is used
-     * to detect if a transparency texture or the background color should be 
drawn. */
-    position.z = 0.5;
+     * to detect if a transparency texture or the background color should be 
drawn.
+     * Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4
+     * actual pixels are at 0.75, 1.0 is used for the background. */
+    position.z = 0.75;
     gl_Position = position;
     uvs = world_pos.xy;
   }
diff --git 
a/source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl 
b/source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl
index 8e8950af244..3db6cc1d3c1 100644
--- a/source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl
@@ -21,7 +21,10 @@ void main()
 
   bool is_select = (flag & VERT_UV_SELECT) != 0;
   selectionFac = is_select ? 1.0 : 0.0;
-  float depth = is_select ? 0.3 : 0.4;
+  /* Move selected edges to the top 
+   * Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4
+   * actual pixels are at 0.75, 1.0 is used for the background. */
+  float depth = is_select ? 0.25 : 0.35;
   gl_Position.z = depth;
 
   /* Avoid precision loss. */
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 5ae4a808146..327a35ce6b2 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
@@ -23,8 +23,10 @@ void main()
   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 ? 0.1 : 0.2;
+  /* Move selected vertices to the top
+   * Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4
+   * actual pixels are at 0.75, 1.0 is used for the background. */
+  float depth = is_selected ? 0.05 : 0.15;
   gl_Position = vec4(point_world_to_ndc(world_pos).xy, depth, 1.0);
   gl_PointSize = pointSize;

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