Fix T83361: UV Editor does not draw pinned selected UVs as pinned

Caused by rB4212b6528af.

outlineColor is computed by the vertex shader, so not a uniform.
So outlineColor was undefined.

note: it was still possible to run into the situation that a selected UV
is drawn ontop of a selected pinned UV [you had to disable sticky
selection for this], now also make sure selected-pinned are drawn
topmost, then selected, then unselected UVs.

Maniphest Tasks: T83361

Differential Revision: https://developer.blender.org/D9786
This commit is contained in:
Philipp Oeser 2020-12-08 16:10:08 +01:00
parent e795ba1529
commit 2b9eb5eee5
Notes: blender-bot 2023-02-14 06:45:14 +01:00
Referenced by issue #83361, UV Editor does not draw pinned selected UVs as pinned
Referenced by issue #83216, Potential candidates for corrective releases
2 changed files with 2 additions and 3 deletions

View File

@ -1,6 +1,5 @@
uniform vec4 outlineColor;
in vec4 outlineColor;
in vec4 radii;
in vec4 fillColor;
out vec4 fragColor;

View File

@ -26,7 +26,7 @@ void main()
/* Move selected vertices to the top
* Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4
* actual pixels are at 0.75, 1.0 is used for the background. */
float depth = is_selected ? 0.05 : 0.15;
float depth = is_selected ? (is_pinned ? 0.05 : 0.10) : 0.15;
gl_Position = vec4(point_world_to_ndc(world_pos).xy, depth, 1.0);
gl_PointSize = pointSize;