Merge branch 'master' into sculpt-dev
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commit
27713d65d1
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@ -1880,6 +1880,10 @@ static void draw_seq_backdrop(View2D *v2d)
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uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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/* View backdrop. */
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immUniformThemeColorShade(TH_BACK, -25);
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immRectf(pos, v2d->cur.xmin, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
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/* Darker overlay over the view backdrop. */
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immUniformThemeColorShade(TH_BACK, -20);
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immRectf(pos, v2d->cur.xmin, -1.0, v2d->cur.xmax, 1.0);
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@ -1887,22 +1891,18 @@ static void draw_seq_backdrop(View2D *v2d)
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/* Alternating horizontal stripes. */
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i = max_ii(1, ((int)v2d->cur.ymin) - 1);
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float col_alternating[4];
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UI_GetThemeColor4fv(TH_ROW_ALTERNATE, col_alternating);
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GPU_blend(GPU_BLEND_ALPHA);
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immUniformThemeColor(TH_ROW_ALTERNATE);
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while (i < v2d->cur.ymax) {
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if (i & 1) {
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immUniformThemeColorBlendShade(TH_BACK, TH_ROW_ALTERNATE, col_alternating[3], -25);
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immRectf(pos, v2d->cur.xmin, i, v2d->cur.xmax, i + 1);
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}
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else {
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immUniformThemeColorShade(TH_BACK, -25);
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}
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immRectf(pos, v2d->cur.xmin, i, v2d->cur.xmax, i + 1);
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i++;
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}
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GPU_blend(GPU_BLEND_NONE);
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/* Lines separating the horizontal bands. */
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i = max_ii(1, ((int)v2d->cur.ymin) - 1);
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int line_len = (int)v2d->cur.ymax - i + 1;
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