Fix T78237 UI: NLA colors black and broken
This was caused by missing GL blend. This patch also fix the broken strip appearance under timeline zoom.
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62aa103d48
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@ -475,13 +475,18 @@ void UI_draw_roundbox_shade_x(bool filled,
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.color_outline[1] = clamp_f(col[1] + shadetop + shadedown, 0.0f, 1.0f),
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.color_outline[1] = clamp_f(col[1] + shadetop + shadedown, 0.0f, 1.0f),
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.color_outline[2] = clamp_f(col[2] + shadetop + shadedown, 0.0f, 1.0f),
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.color_outline[2] = clamp_f(col[2] + shadetop + shadedown, 0.0f, 1.0f),
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.color_outline[3] = clamp_f(col[3] + shadetop + shadedown, 0.0f, 1.0f),
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.color_outline[3] = clamp_f(col[3] + shadetop + shadedown, 0.0f, 1.0f),
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.shade_dir = 1.0f,
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.alpha_discard = 1.0f,
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.alpha_discard = 1.0f,
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};
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};
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GPU_blend(true);
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GPUBatch *batch = ui_batch_roundbox_widget_get();
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GPUBatch *batch = ui_batch_roundbox_widget_get();
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GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
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GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
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GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
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GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
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GPU_batch_draw(batch);
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GPU_batch_draw(batch);
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GPU_blend(false);
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}
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}
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#if 0 /* unused */
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#if 0 /* unused */
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@ -19,9 +19,14 @@ vec3 compute_masks(vec2 uv)
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bool right_half = uv.x > outRectSize.x * 0.5;
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bool right_half = uv.x > outRectSize.x * 0.5;
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float corner_rad;
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float corner_rad;
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/* Correct aspect ratio for 2D views not using uniform scalling.
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* uv is already in pixel space so a uniform scale should give us a ratio of 1. */
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float ratio = (butCo != -2.0) ? (dFdy(uv.y) / dFdx(uv.x)) : 1.0;
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vec2 uv_sdf = uv;
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vec2 uv_sdf = uv;
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uv_sdf.x *= ratio;
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if (right_half) {
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if (right_half) {
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uv_sdf.x = outRectSize.x - uv_sdf.x;
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uv_sdf.x = outRectSize.x * ratio - uv_sdf.x;
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}
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}
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if (upper_half) {
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if (upper_half) {
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uv_sdf.y = outRectSize.y - uv_sdf.y;
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uv_sdf.y = outRectSize.y - uv_sdf.y;
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@ -43,7 +48,7 @@ vec3 compute_masks(vec2 uv)
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/* Clamp line width to be at least 1px wide. This can happen if the projection matrix
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/* Clamp line width to be at least 1px wide. This can happen if the projection matrix
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* has been scaled (i.e: Node editor)... */
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* has been scaled (i.e: Node editor)... */
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float line_width = (lineWidth > 0.0) ? max(fwidth(uv.x), lineWidth) : 0.0;
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float line_width = (lineWidth > 0.0) ? max(fwidth(uv.y), lineWidth) : 0.0;
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const float aa_radius = 0.5;
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const float aa_radius = 0.5;
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vec3 masks;
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vec3 masks;
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@ -163,7 +163,7 @@ vec2 do_tria()
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borderColor = vec4(0.0);
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borderColor = vec4(0.0);
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embossColor = vec4(0.0);
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embossColor = vec4(0.0);
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butCo = -1.0;
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butCo = -2.0;
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return pos;
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return pos;
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}
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}
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