[Bf-blender-cvs] [a494be2f2ed] master: Fix T63979: GPencil control points hidden in orthographic mode
Antonioya
noreply at git.blender.org
Mon Apr 29 17:21:02 CEST 2019
Commit: a494be2f2ed0d6dcda8358d261afd4c8c3f65202
Author: Antonioya
Date: Mon Apr 29 17:20:54 2019 +0200
Branches: master
https://developer.blender.org/rBa494be2f2ed0d6dcda8358d261afd4c8c3f65202
Fix T63979: GPencil control points hidden in orthographic mode
===================================================================
M source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_geom.glsl
===================================================================
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_geom.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_geom.glsl
index b5d0a5bce71..8c3fd022004 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_geom.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_geom.glsl
@@ -16,6 +16,12 @@ vec2 toScreenSpace(vec4 vertex)
return vec2(vertex.xy / vertex.w) * Viewport;
}
+/* get zdepth value */
+float getZdepth(vec4 point)
+{
+ return min(-0.05, (point.z / point.w));
+}
+
void main(void)
{
vec4 P0 = gl_in[0].gl_Position;
@@ -26,22 +32,22 @@ void main(void)
/* generate the triangle strip */
mTexCoord = vec2(0, 1);
mColor = finalColor[0];
- gl_Position = vec4(vec2(sp0.x - size, sp0.y + size) / Viewport, 0, 1.0);
+ gl_Position = vec4(vec2(sp0.x - size, sp0.y + size) / Viewport, getZdepth(P0), 1.0);
EmitVertex();
mTexCoord = vec2(0, 0);
mColor = finalColor[0];
- gl_Position = vec4(vec2(sp0.x - size, sp0.y - size) / Viewport, 0, 1.0);
+ gl_Position = vec4(vec2(sp0.x - size, sp0.y - size) / Viewport, getZdepth(P0), 1.0);
EmitVertex();
mTexCoord = vec2(1, 1);
mColor = finalColor[0];
- gl_Position = vec4(vec2(sp0.x + size, sp0.y + size) / Viewport, 0, 1.0);
+ gl_Position = vec4(vec2(sp0.x + size, sp0.y + size) / Viewport, getZdepth(P0), 1.0);
EmitVertex();
mTexCoord = vec2(1, 0);
mColor = finalColor[0];
- gl_Position = vec4(vec2(sp0.x + size, sp0.y - size) / Viewport, 0, 1.0);
+ gl_Position = vec4(vec2(sp0.x + size, sp0.y - size) / Viewport, getZdepth(P0), 1.0);
EmitVertex();
EndPrimitive();
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