#70267 Retopology Overlay #104599

Merged
Clément Foucault merged 30 commits from bonj/blender:retopology-overlay into main 2023-03-03 00:35:56 +01:00
3 changed files with 15 additions and 1 deletions
Showing only changes of commit f9738791a4 - Show all commits

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@ -708,6 +708,7 @@ set(GLSL_SRC
engines/overlay/shaders/overlay_sculpt_mask_frag.glsl
engines/overlay/shaders/overlay_sculpt_mask_vert.glsl
engines/overlay/shaders/overlay_uniform_color_frag.glsl
engines/overlay/shaders/overlay_uniform_color_vert.glsl
engines/overlay/shaders/overlay_varying_color.glsl
engines/overlay/shaders/overlay_viewer_attribute_curve_vert.glsl
engines/overlay/shaders/overlay_viewer_attribute_curves_vert.glsl

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@ -616,7 +616,7 @@ GPU_SHADER_CREATE_INFO(overlay_uniform_color)
.vertex_in(0, Type::VEC3, "pos")
.push_constant(Type::VEC4, "ucolor")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_depth_only_vert.glsl")
.vertex_source("overlay_uniform_color_vert.glsl")
.fragment_source("overlay_uniform_color_frag.glsl")
.additional_info("draw_mesh");

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@ -0,0 +1,13 @@
bonj marked this conversation as resolved

Did you create this file only to modify the depth_only shader?

If that's so, see my other comment and keep the depth_only for the uniform color shader.

Did you create this file only to modify the `depth_only` shader? If that's so, see my other comment and keep the depth_only for the uniform color shader.
Review

Seeing as this and the first requested change are about the same thing, I'll mark it as resolved.

Seeing as this and the first requested change are about the same thing, I'll mark it as resolved.
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
view_clipping_distances(world_pos);
}