[Bf-blender-cvs] [de04a068b4f] uvimage-editor-drawing: Use an order for pixels. faces. edges and verts

Jeroen Bakker noreply at git.blender.org
Thu Sep 10 15:37:39 CEST 2020


Commit: de04a068b4fa7f3670d4cedd2496909b8b226996
Author: Jeroen Bakker
Date:   Thu Sep 10 15:37:21 2020 +0200
Branches: uvimage-editor-drawing
https://developer.blender.org/rBde04a068b4fa7f3670d4cedd2496909b8b226996

Use an order for pixels. faces. edges and verts

===================================================================

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 618ed559909..8beb078520b 100644
--- a/source/blender/draw/engines/image/shaders/engine_image_vert.glsl
+++ b/source/blender/draw/engines/image/shaders/engine_image_vert.glsl
@@ -22,7 +22,7 @@ void main()
     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 = 0.0;
+    position.z = 0.5;
     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 ec04ce36938..8e8950af244 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
@@ -20,14 +20,8 @@ void main()
                    half_pixel_offset;
 
   bool is_select = (flag & VERT_UV_SELECT) != 0;
-  if (is_select) {
-    selectionFac = 1.0;
-  }
-  else {
-    selectionFac = 0.0;
-  }
-
-  float depth = 1.0 - selectionFac;
+  selectionFac = is_select ? 1.0 : 0.0;
+  float depth = is_select ? 0.3 : 0.4;
   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 89627ec528b..5ae4a808146 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
@@ -24,7 +24,7 @@ void main()
 
   vec3 world_pos = point_object_to_world(vec3(u, 0.0));
   /* Move selected vertices to the top */
-  float depth = is_selected ? 0.0 : 0.05;
+  float depth = is_selected ? 0.1 : 0.2;
   gl_Position = vec4(point_world_to_ndc(world_pos).xy, depth, 1.0);
   gl_PointSize = pointSize;



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