Cleanup: add missing braces to draw manager
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@@ -69,13 +69,15 @@ void main(void)
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if (abs(fac0) > 1e-5 && abs(fac3) > 1e-5) {
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/* If both adjacent verts are facing the camera the same way,
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* then it isn't an outline edge. */
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if (sign(fac0) == sign(fac3))
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if (sign(fac0) == sign(fac3)) {
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return;
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}
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}
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/* Don't outline if concave edge. */
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if (dot(n0, v13) > 0.0001)
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if (dot(n0, v13) > 0.0001) {
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return;
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}
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vec2 thick = vColSize[0].w * (lineThickness / viewportSize);
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vec2 edge_dir = compute_dir(ssPos[1], ssPos[2]);
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@@ -37,8 +37,9 @@ void main()
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int color_id = (vertFlag[1] >> 4);
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/* Don't output any edges if we don't show handles */
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if (!showCurveHandles && (color_id < 5))
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if (!showCurveHandles && (color_id < 5)) {
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return;
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}
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bool edge_selected = (((vertFlag[1] | vertFlag[0]) & VERTEX_SELECTED) != 0);
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@@ -8,10 +8,12 @@ out vec4 FragColor;
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void main()
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{
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if (isSelected != 0)
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if (isSelected != 0) {
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FragColor = colorFaceDot;
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else
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}
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else {
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FragColor = colorVertex;
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}
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#ifdef VERTEX_FACING
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FragColor.a *= 1.0 - abs(facing) * 0.4;
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@@ -18,14 +18,18 @@ void main()
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ivec4 data_m = data & dataMask;
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if ((data_m.x & FACE_ACTIVE) != 0)
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if ((data_m.x & FACE_ACTIVE) != 0) {
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faceColor = colorFaceSelect;
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else if ((data_m.x & FACE_SELECTED) != 0)
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}
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else if ((data_m.x & FACE_SELECTED) != 0) {
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faceColor = colorFaceSelect;
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else if ((data_m.x & FACE_FREESTYLE) != 0)
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}
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else if ((data_m.x & FACE_FREESTYLE) != 0) {
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faceColor = colorFaceFreestyle;
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else
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}
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else {
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faceColor = colorFace;
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}
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
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@@ -148,5 +148,7 @@ void main()
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#endif
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/* don't write depth if not opaque */
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if (FragColor.a == 0.0) discard;
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if (FragColor.a == 0.0) {
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discard;
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}
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}
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@@ -150,14 +150,18 @@ void main()
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/* Face */
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vec4 fcol;
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if ((vData[0].x & FACE_ACTIVE) != 0)
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if ((vData[0].x & FACE_ACTIVE) != 0) {
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fcol = colorFaceSelect;
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else if ((vData[0].x & FACE_SELECTED) != 0)
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}
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else if ((vData[0].x & FACE_SELECTED) != 0) {
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fcol = colorFaceSelect;
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else if ((vData[0].x & FACE_FREESTYLE) != 0)
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}
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else if ((vData[0].x & FACE_FREESTYLE) != 0) {
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fcol = colorFaceFreestyle;
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else
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}
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else {
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fcol = colorFace;
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}
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/* Vertex */
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ssPos[0] = proj(pPos[0]);
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@@ -82,14 +82,18 @@ void main()
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}
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/* Face */
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if ((vData[0].x & FACE_ACTIVE) != 0)
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if ((vData[0].x & FACE_ACTIVE) != 0) {
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faceColor = colorFaceSelect;
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else if ((vData[0].x & FACE_SELECTED) != 0)
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}
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else if ((vData[0].x & FACE_SELECTED) != 0) {
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faceColor = colorFaceSelect;
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else if ((vData[0].x & FACE_FREESTYLE) != 0)
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}
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else if ((vData[0].x & FACE_FREESTYLE) != 0) {
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faceColor = colorFaceFreestyle;
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else
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}
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else {
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faceColor = colorFace;
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}
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# ifdef VERTEX_SELECTION
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vertexColor = EDIT_MESH_vertex_color(data0.x).rgb;
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@@ -33,8 +33,9 @@ void main()
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/* If both adjacent verts are facing the camera the same way,
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* then it isn't an outline edge. */
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if (sign(fac0) == sign(fac3))
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if (sign(fac0) == sign(fac3)) {
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return;
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}
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/* Don't outline if concave edge. */
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/* That would hide a lot of non useful edge but it flickers badly.
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@@ -39,12 +39,15 @@ void main()
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}
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#ifdef USE_AXIS
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if (axis == 0)
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if (axis == 0) {
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finalColor = vec4(1.0, 0.0, 0.0, 1.0);
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else if (axis == 1)
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}
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else if (axis == 1) {
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finalColor = vec4(0.0, 1.0, 0.0, 1.0);
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else
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}
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else {
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finalColor = vec4(0.0, 0.0, 1.0, 1.0);
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}
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#else
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if (val < 0.0) {
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finalColor = vec4(color, 1.0);
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@@ -18,15 +18,17 @@ float contours(float value, float steps, float width_px, float max_rel_width, fl
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/* Don't draw lines at 0 or 1. */
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float rel_value = value * steps;
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if (rel_value < 0.5 || rel_value > steps - 0.5)
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if (rel_value < 0.5 || rel_value > steps - 0.5) {
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return 0.0;
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}
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/* Check if completely invisible due to fade out. */
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float rel_gradient = gradient * steps;
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float rel_min_width = min_width_px * rel_gradient;
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if (max_rel_width <= rel_min_width)
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if (max_rel_width <= rel_min_width) {
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return 0.0;
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}
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/* Main shape of the line, accounting for width bias and maximum weight space width. */
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float rel_width = width_px * rel_gradient;
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@@ -48,8 +50,9 @@ vec4 contour_grid(float weight, float weight_gradient)
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/* Fade away when the gradient is too low to avoid big fills and noise. */
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float flt_eps = max(1e-8, 1e-6 * weight);
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if (weight_gradient <= flt_eps)
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if (weight_gradient <= flt_eps) {
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return vec4(0.0);
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}
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/* Three levels of grid lines */
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float grid10 = contours(weight, 10.0, 5.0, 0.3, weight_gradient);
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