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
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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
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@ -1,6 +1,5 @@
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uniform vec4 outlineColor;
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in vec4 outlineColor;
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in vec4 radii;
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in vec4 fillColor;
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out vec4 fragColor;
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@ -26,7 +26,7 @@ void main()
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/* Move selected vertices to the top
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* Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4
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* actual pixels are at 0.75, 1.0 is used for the background. */
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float depth = is_selected ? 0.05 : 0.15;
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float depth = is_selected ? (is_pinned ? 0.05 : 0.10) : 0.15;
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gl_Position = vec4(point_world_to_ndc(world_pos).xy, depth, 1.0);
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gl_PointSize = pointSize;
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