GPencil: Add missing Overlay mode

The VERTEX mode was not checked in shaders and must be managed equals to MATERIAL mode.
This commit is contained in:
Antonio Vazquez 2019-11-29 10:01:37 +01:00
parent e7e074235b
commit 9e168b63b4
3 changed files with 9 additions and 3 deletions

View File

@ -51,6 +51,7 @@ uniform float fade_ob_factor;
#define V3D_SHADING_MATERIAL_COLOR 0
#define V3D_SHADING_TEXTURE_COLOR 3
#define V3D_SHADING_VERTEX_COLOR 5
in vec4 finalColor;
in vec2 texCoord_interp;
@ -210,7 +211,8 @@ void main()
/* for solid override color */
if (shading_type[0] == OB_SOLID) {
if ((shading_type[1] != V3D_SHADING_MATERIAL_COLOR) &&
(shading_type[1] != V3D_SHADING_TEXTURE_COLOR)) {
(shading_type[1] != V3D_SHADING_TEXTURE_COLOR) &&
(shading_type[1] != V3D_SHADING_VERTEX_COLOR)) {
fragColor = wire_color;
}
if (viewport_xray == 1) {

View File

@ -26,6 +26,7 @@ out vec4 finalprev_pos;
#define V3D_SHADING_MATERIAL_COLOR 0
#define V3D_SHADING_TEXTURE_COLOR 3
#define V3D_SHADING_VERTEX_COLOR 5
float defaultpixsize = pixsize * (1000.0 / pixfactor);
@ -52,7 +53,8 @@ void main()
/* for solid override color */
if (shading_type[0] == OB_SOLID) {
if ((shading_type[1] != V3D_SHADING_MATERIAL_COLOR) &&
(shading_type[1] != V3D_SHADING_TEXTURE_COLOR)) {
(shading_type[1] != V3D_SHADING_TEXTURE_COLOR) &&
(shading_type[1] != V3D_SHADING_VERTEX_COLOR)) {
finalColor = wire_color;
}
if (viewport_xray == 1) {

View File

@ -24,6 +24,7 @@ out vec2 finaluvdata;
#define V3D_SHADING_MATERIAL_COLOR 0
#define V3D_SHADING_TEXTURE_COLOR 3
#define V3D_SHADING_VERTEX_COLOR 5
float defaultpixsize = pixsize * (1000.0 / pixfactor);
@ -49,7 +50,8 @@ void main(void)
/* for solid override color */
if (shading_type[0] == OB_SOLID) {
if ((shading_type[1] != V3D_SHADING_MATERIAL_COLOR) &&
(shading_type[1] != V3D_SHADING_TEXTURE_COLOR)) {
(shading_type[1] != V3D_SHADING_TEXTURE_COLOR) &&
(shading_type[1] != V3D_SHADING_VERTEX_COLOR)) {
finalColor = wire_color;
}
if (viewport_xray == 1) {