[Bf-blender-cvs] [4c078cb2af1] greasepencil-object: Cleanup: Make code more compact
Antonio Vazquez
noreply at git.blender.org
Thu Mar 22 17:25:58 CET 2018
Commit: 4c078cb2af1f9268a95ba22f6adbc9b875304cb5
Author: Antonio Vazquez
Date: Thu Mar 22 17:24:40 2018 +0100
Branches: greasepencil-object
https://developer.blender.org/rB4c078cb2af1f9268a95ba22f6adbc9b875304cb5
Cleanup: Make code more compact
===================================================================
M source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
===================================================================
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
index 7fe8e4e44ff..442212f3a90 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
@@ -48,6 +48,7 @@ float getZdepth(vec4 point)
void main(void)
{
float MiterLimit = 0.75;
+ uvfac = 0;
/* receive 4 points */
vec4 P0 = gl_in[0].gl_Position;
@@ -101,19 +102,16 @@ void main(void)
if (dot(v0, n1) > 0) {
mTexCoord = vec2(0, 0);
mColor = finalColor[1];
- uvfac = 0;
gl_Position = vec4((sp1 + finalThickness[1] * n0) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
mTexCoord = vec2(0, 0);
mColor = finalColor[1];
- uvfac = 0;
gl_Position = vec4((sp1 + finalThickness[1] * n1) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
mTexCoord = vec2(0, 0.5);
mColor = finalColor[1];
- uvfac = 0;
gl_Position = vec4(sp1 / Viewport, getZdepth(P1), 1.0);
EmitVertex();
@@ -122,19 +120,16 @@ void main(void)
else {
mTexCoord = vec2(0, 1);
mColor = finalColor[1];
- uvfac = 0;
gl_Position = vec4((sp1 - finalThickness[1] * n1) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
mTexCoord = vec2(0, 1);
mColor = finalColor[1];
- uvfac = 0;
gl_Position = vec4((sp1 - finalThickness[1] * n0) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
mTexCoord = vec2(0, 0.5);
mColor = finalColor[1];
- uvfac = 0;
gl_Position = vec4(sp1 / Viewport, getZdepth(P1), 1.0);
EmitVertex();
@@ -151,66 +146,39 @@ void main(void)
if ((P0 == P2) && (color_type == GPENCIL_COLOR_SOLID)){
mTexCoord = vec2(2, 1);
mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0) ;
- uvfac = 0;
vec2 svn1 = normalize(sp1 - sp2) * length_a * 4.0;
gl_Position = vec4((sp1 + svn1) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
mTexCoord = vec2(0, 0);
mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0) ;
- uvfac = 0;
gl_Position = vec4((sp1 - (length_a * 2.0) * miter_a) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
mTexCoord = vec2(0, 2);
mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0) ;
- uvfac = 0;
gl_Position = vec4((sp1 + (length_a * 2.0) * miter_a) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
}
/* generate the triangle strip */
- if (color_type == GPENCIL_COLOR_SOLID) {
- mTexCoord = vec2(0, 0);
- }
- else {
- mTexCoord = vec2(finaluvdata[1].x, 0);
- }
+ mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(0, 0) : vec2(finaluvdata[1].x, 0);
mColor = finalColor[1];
- uvfac = 0;
gl_Position = vec4((sp1 + length_a * miter_a) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
- if (color_type == GPENCIL_COLOR_SOLID) {
- mTexCoord = vec2(0, 1);
- }
- else {
- mTexCoord = vec2(finaluvdata[1].x, 1);
- }
+ mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(0, 1) : vec2(finaluvdata[1].x, 1);
mColor = finalColor[1];
- uvfac = 0;
gl_Position = vec4((sp1 - length_a * miter_a) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
- if (color_type == GPENCIL_COLOR_SOLID) {
- mTexCoord = vec2(1, 0);
- }
- else {
- mTexCoord = vec2(finaluvdata[2].x, 0);
- }
+ mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(1, 0) : vec2(finaluvdata[2].x, 0);
mColor = finalColor[2];
- uvfac = 0;
gl_Position = vec4((sp2 + length_b * miter_b) / Viewport, getZdepth(P2), 1.0);
EmitVertex();
- if (color_type == GPENCIL_COLOR_SOLID) {
- mTexCoord = vec2(1, 1);
- }
- else {
- mTexCoord = vec2(finaluvdata[2].x, 1);
- }
+ mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(1, 1) : vec2(finaluvdata[2].x, 1);
mColor = finalColor[2];
- uvfac = 0;
gl_Position = vec4((sp2 - length_b * miter_b) / Viewport, getZdepth(P2), 1.0);
EmitVertex();
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