[Bf-blender-cvs] [da6ed54569d] blender2.8: T55456: EditDrawMode

Jeroen Bakker noreply at git.blender.org
Wed Jun 13 14:22:31 CEST 2018


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) {



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