[Bf-blender-cvs] [07c8f472cdf] greasepencil-object: GPencil: Cleanup unused shader code
Antonioya
noreply at git.blender.org
Thu Mar 14 19:50:28 CET 2019
Commit: 07c8f472cdfa0e206c68fe8e9da0116a8d8ccbd3
Author: Antonioya
Date: Thu Mar 14 09:48:08 2019 +0100
Branches: greasepencil-object
https://developer.blender.org/rB07c8f472cdfa0e206c68fe8e9da0116a8d8ccbd3
GPencil: Cleanup unused shader code
After last changes, some code is not required and only adds noise lines.
===================================================================
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 a5b5e07a494..22096535289 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
@@ -182,48 +182,37 @@ void main(void)
EmitVertex();
}
- float uv_x1 = finaluvdata[1].x;
- float uv_x2 = finaluvdata[2].x;
- float d = 0;
- /* normalize UVs */
- if (uv_x2 > 1.0) {
- d = ceil(uv_x2) - 1.0;
- uv_x1 = uv_x1 - d;
- uv_x2 = uv_x2 - d;
- }
-
float y_a = 0.0;
float y_b = 1.0;
- /* invert uv */
- if ((finaluvdata[1].y != 0.0) && (finaluvdata[2].y != 0.0)) {
- if (floor(d / 2.0) == (d / 2.0)) {
- // float t = uv_x2;
- // uv_x2 = uv_x1;
- // uv_x1 = t;
- y_a = 1.0;
- y_b = 0.0;
+ /* invert uv (vertical) */
+ if (finaluvdata[2].x > 1.0) {
+ if ((finaluvdata[1].y != 0.0) && (finaluvdata[2].y != 0.0)) {
+ float d = ceil(finaluvdata[2].x) - 1.0;
+ if (floor(d / 2.0) == (d / 2.0)) {
+ y_a = 1.0;
+ y_b = 0.0;
+ }
}
- }
-
+ }
/* generate the triangle strip */
uvfac = vec2(0.0, 0.0);
- mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(0, 0) : vec2(uv_x1, y_a);
+ mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(0, 0) : vec2(finaluvdata[1].x, y_a);
mColor = finalColor[1];
gl_Position = vec4((sp1 + length_a * miter_a) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
- mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(0, 1) : vec2(uv_x1, y_b);
+ mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(0, 1) : vec2(finaluvdata[1].x, y_b);
mColor = finalColor[1];
gl_Position = vec4((sp1 - length_a * miter_a) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
- mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(1, 0) : vec2(uv_x2, y_a);
+ mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(1, 0) : vec2(finaluvdata[2].x, y_a);
mColor = finalColor[2];
gl_Position = vec4((sp2 + length_b * miter_b) / Viewport, getZdepth(P2), 1.0);
EmitVertex();
- mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(1, 1) : vec2(uv_x2, y_b);
+ mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(1, 1) : vec2(finaluvdata[2].x, y_b);
mColor = finalColor[2];
gl_Position = vec4((sp2 - length_b * miter_b) / Viewport, getZdepth(P2), 1.0);
EmitVertex();
More information about the Bf-blender-cvs
mailing list