OpenGL: cleanup edit overlay shaders

Mostly simple fixes to spacing & comments.
This commit is contained in:
Mike Erwin 2017-05-19 14:13:43 -04:00
parent 941e739d70
commit a1c558e19f
9 changed files with 25 additions and 25 deletions

View File

@ -1,8 +1,8 @@
flat in int vertFlag;
#define VERTEX_SELECTED (1 << 0)
#define VERTEX_ACTIVE (1 << 1)
#define VERTEX_SELECTED (1 << 0)
#define VERTEX_ACTIVE (1 << 1)
out vec4 FragColor;

View File

@ -28,7 +28,7 @@ void main()
vec4 pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
/* only verterx position 0 is used */
/* only vertex position 0 is used */
eData1 = eData2 = vec4(1e10);
eData2.zw = proj(pPos);

View File

@ -1,8 +1,8 @@
flat in int vertFlag;
#define VERTEX_SELECTED (1 << 0)
#define VERTEX_ACTIVE (1 << 1)
#define VERTEX_SELECTED (1 << 0)
#define VERTEX_ACTIVE (1 << 1)
out vec4 FragColor;

View File

@ -28,7 +28,7 @@ void main()
vec4 pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
/* only verterx position 0 is used */
/* only vertex position 0 is used */
eData1 = eData2 = vec4(1e10);
eData2.zw = proj(pPos);

View File

@ -7,8 +7,8 @@ in ivec4 data;
flat out vec4 faceColor;
flat out int faceActive;
#define FACE_ACTIVE (1 << 2)
#define FACE_SELECTED (1 << 3)
#define FACE_ACTIVE (1 << 2)
#define FACE_SELECTED (1 << 3)
void main()
{

View File

@ -19,7 +19,7 @@ smooth in vec3 vertexColor;
/* We use a vec4[2] interface to pass edge data
* (without fragmenting memory accesses)
*
* There is 2 cases :
* There are 2 cases :
*
* - Simple case : geometry shader return edge distances
* in the first 2 components of the first vec4.
@ -38,19 +38,19 @@ flat in vec4 eData2;
out vec4 FragColor;
#define EDGE_EXISTS (1 << 0)
#define EDGE_ACTIVE (1 << 1)
#define EDGE_SELECTED (1 << 2)
#define EDGE_SEAM (1 << 3)
#define EDGE_SHARP (1 << 4)
#define EDGE_EXISTS (1 << 0)
#define EDGE_ACTIVE (1 << 1)
#define EDGE_SELECTED (1 << 2)
#define EDGE_SEAM (1 << 3)
#define EDGE_SHARP (1 << 4)
/* Vertex flag is shifted and combined with the edge flag */
#define VERTEX_ACTIVE (1 << (0 + 8))
#define VERTEX_SELECTED (1 << (1 + 8))
#define FACE_ACTIVE (1 << (2 + 8))
#define VERTEX_ACTIVE (1 << (0 + 8))
#define VERTEX_SELECTED (1 << (1 + 8))
#define FACE_ACTIVE (1 << (2 + 8))
/* Style Parameters in pixel */
/* Array to retreive vert/edge indices */
/* Array to retrieve vert/edge indices */
const ivec3 clipEdgeIdx[6] = ivec3[6](
ivec3(1, 0, 2),
ivec3(2, 0, 1),

View File

@ -104,7 +104,7 @@ void main()
/* perpendicular to dir */
dirs1.zw = vec2(-dirs1.y, dirs1.x);
/* Make it view independant */
/* Make it view independent */
dirs1 *= sizeEdgeFix / viewportSize.xyxy;
dirs2 = dirs1;

View File

@ -198,7 +198,7 @@ void main()
perp = -perp;
}
/* Make it view independant */
/* Make it view independent */
perp *= sizeEdgeFix / viewportSize;
cornervec[i] *= sizeEdgeFix / viewportSize;
fixvec[i] = fixvecaf[i] = perp;
@ -214,9 +214,9 @@ void main()
}
/* to not let face color bleed */
faceColor = vec4(0.0, 0.0, 0.0, 0.0);
faceColor = vec4(0.0);
/* we don't want other edges : make them far*/
/* we don't want other edges : make them far */
eData1 = vec4(1e10);
/* Start with the same last vertex to create a
@ -227,7 +227,7 @@ void main()
int vaf = (i + 1) % 3;
int v = i % 3;
/* Position of the "hidden" thrid vertex */
/* Position of the "hidden" third vertex */
eData1.zw = pos[vbe];
doVertex(v, pPos[v]);
@ -249,7 +249,7 @@ void main()
doVertex(vaf, pPos[vaf]);
doVertex(vaf, pPos[vaf] + vec4(fixvecaf[v], 0.0, 0.0));
/* corner vertices should not drax edges but draw point only */
/* corner vertices should not draw edges but draw point only */
flag[2] = (vData[vbe].x << 8);
#ifdef VERTEX_SELECTION
doVertex(vaf, pPos[vaf]);

View File

@ -47,7 +47,7 @@ void main()
vertexColor = vec3(0.0);
#endif
/* only verterx position 0 is used */
/* only vertex position 0 is used */
eData1 = eData2 = vec4(1e10);
eData2.zw = proj(pPos);