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blender-archive/source/blender/draw/modes/shaders/sculpt_mask_vert.glsl
Clément Foucault 0ba3a1a686 Sculpt: Optimize Mask Overlay drawing
* Remove support for diffuse color in the pbvh buffers.
* Upload raw data to GPU.
* Only draw nodes that have mask data when drawing the overlay.

This should fix T56466
2018-08-24 16:46:59 +02:00

20 lines
300 B
GLSL

uniform mat4 ModelViewProjectionMatrix;
in vec3 pos;
in float msk;
#ifdef SHADE_FLAT
flat out vec4 finalColor;
#else
out vec4 finalColor;
#endif
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
float mask = 1.0 - msk * 0.75;
finalColor = vec4(mask, mask, mask, 1.0);
}