immediate mode: starting using new immUniformThemeColorBlendShade and more conversion
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@ -900,30 +900,43 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
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if (ca->dtx & CAM_DTX_CENTER) {
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float x3, y3;
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UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
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x3 = x1 + 0.5f * (x2 - x1);
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y3 = y1 + 0.5f * (y2 - y1);
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glBegin(GL_LINES);
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glVertex2f(x1, y3);
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glVertex2f(x2, y3);
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VertexFormat *format = immVertexFormat();
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unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
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glVertex2f(x3, y1);
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glVertex2f(x3, y2);
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glEnd();
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
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immBegin(GL_LINES, 4);
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immVertex2f(pos, x1, y3);
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immVertex2f(pos, x2, y3);
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immVertex2f(pos, x3, y1);
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immVertex2f(pos, x3, y2);
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immEnd();
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immUnbindProgram();
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}
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if (ca->dtx & CAM_DTX_CENTER_DIAG) {
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UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
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glBegin(GL_LINES);
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glVertex2f(x1, y1);
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glVertex2f(x2, y2);
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VertexFormat *format = immVertexFormat();
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unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
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glVertex2f(x1, y2);
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glVertex2f(x2, y1);
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glEnd();
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
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immBegin(GL_LINES, 4);
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immVertex2f(pos, x1, y1);
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immVertex2f(pos, x2, y2);
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immVertex2f(pos, x1, y2);
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immVertex2f(pos, x2, y1);
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immEnd();
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immUnbindProgram();
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}
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if (ca->dtx & CAM_DTX_THIRDS) {
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