This is a step to finish the D4325 and fix the T61286. Currently the grid is highlighted in steps of 10 out of 10, which is wrong for the imperial units as seen in `buImperialLenDef`. The idea of the code is to pass the steps of the grid already dimensioned as a uniform. Another important thing to note is that subdivisions now only affect the grid without unity. This matches the 2.7x Blender versions. No performance loss (almost no gain too). Reviewers: fclem Subscribers: zlsa, rl.amorato Differential Revision: https://developer.blender.org/D4379
98 lines
2.2 KiB
GLSL
98 lines
2.2 KiB
GLSL
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/* keep in sync with GlobalsUboStorage */
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layout(std140) uniform globalsBlock
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{
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vec4 colorWire;
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vec4 colorWireEdit;
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vec4 colorActive;
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vec4 colorSelect;
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vec4 colorDupliSelect;
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vec4 colorDupli;
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vec4 colorLibrarySelect;
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vec4 colorLibrary;
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vec4 colorTransform;
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vec4 colorLight;
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vec4 colorSpeaker;
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vec4 colorCamera;
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vec4 colorEmpty;
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vec4 colorVertex;
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vec4 colorVertexSelect;
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vec4 colorVertexUnreferenced;
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vec4 colorVertexMissingData;
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vec4 colorEditMeshActive;
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vec4 colorEdgeSelect;
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vec4 colorEdgeSeam;
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vec4 colorEdgeSharp;
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vec4 colorEdgeCrease;
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vec4 colorEdgeBWeight;
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vec4 colorEdgeFaceSelect;
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vec4 colorEdgeFreestyle;
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vec4 colorFace;
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vec4 colorFaceSelect;
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vec4 colorFaceFreestyle;
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vec4 colorNormal;
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vec4 colorVNormal;
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vec4 colorLNormal;
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vec4 colorFaceDot;
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vec4 colorDeselect;
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vec4 colorOutline;
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vec4 colorLightNoAlpha;
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vec4 colorBackground;
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vec4 colorEditMeshMiddle;
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vec4 colorHandleFree;
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vec4 colorHandleAuto;
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vec4 colorHandleVect;
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vec4 colorHandleAlign;
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vec4 colorHandleAutoclamp;
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vec4 colorHandleSelFree;
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vec4 colorHandleSelAuto;
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vec4 colorHandleSelVect;
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vec4 colorHandleSelAlign;
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vec4 colorHandleSelAutoclamp;
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vec4 colorNurbUline;
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vec4 colorNurbVline;
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vec4 colorNurbSelUline;
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vec4 colorNurbSelVline;
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vec4 colorActiveSpline;
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vec4 colorBonePose;
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vec4 colorCurrentFrame;
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vec4 colorGrid;
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vec4 colorGridEmphasise;
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vec4 colorGridAxisX;
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vec4 colorGridAxisY;
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vec4 colorGridAxisZ;
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float sizeLightCenter;
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float sizeLightCircle;
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float sizeLightCircleShadow;
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float sizeVertex;
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float sizeEdge;
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float sizeEdgeFix;
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float sizeFaceDot;
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float pad_globalsBlock;
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};
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/* data[0] (1st byte flags) */
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#define FACE_ACTIVE (1 << 0)
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#define FACE_SELECTED (1 << 1)
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#define FACE_FREESTYLE (1 << 2)
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#define VERT_UV_SELECT (1 << 3)
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#define VERT_UV_PINNED (1 << 4)
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#define EDGE_UV_SELECT (1 << 5)
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#define FACE_UV_ACTIVE (1 << 6)
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#define FACE_UV_SELECT (1 << 7)
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/* data[1] (2st byte flags) */
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#define VERT_ACTIVE (1 << 0)
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#define VERT_SELECTED (1 << 1)
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#define EDGE_ACTIVE (1 << 2)
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#define EDGE_SELECTED (1 << 3)
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#define EDGE_SEAM (1 << 4)
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#define EDGE_SHARP (1 << 5)
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#define EDGE_FREESTYLE (1 << 6)
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