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; _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org https://lists.blender.org/mailman/listinfo/bf-blender-cvs