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authorClément Foucault <foucault.clem@gmail.com>2022-03-29 11:49:49 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-03-30 16:50:06 +0300
commit9b9fda2122ae38ae6f92f31a21674c55a5a52295 (patch)
tree31ac693fb868361006222922baed899c072860f5
parent883326040ec20a8289e619446147792f62e6aa32 (diff)
Overlay: Port Armature shader to ShaderCreateInfo
Should have no regression.
-rw-r--r--source/blender/draw/engines/overlay/overlay_shader.c151
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_dof_solid_frag.glsl7
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_dof_vert.glsl23
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_envelope_outline_vert.glsl23
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_envelope_solid_frag.glsl10
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_envelope_solid_vert.glsl21
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_shape_outline_geom.glsl54
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl36
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_shape_solid_frag.glsl8
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_shape_solid_vert.glsl19
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_shape_wire_vert.glsl16
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_sphere_outline_vert.glsl19
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl15
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_sphere_solid_vert.glsl19
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_stick_frag.glsl9
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_stick_vert.glsl26
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_wire_frag.glsl9
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_wire_vert.glsl18
-rw-r--r--source/blender/draw/engines/overlay/shaders/infos/armature_info.hh262
-rw-r--r--source/blender/draw/intern/draw_common_shader_shared.h1
-rw-r--r--source/blender/gpu/CMakeLists.txt1
21 files changed, 363 insertions, 384 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_shader.c b/source/blender/draw/engines/overlay/overlay_shader.c
index 2c3c9620165..278aefb8fec 100644
--- a/source/blender/draw/engines/overlay/overlay_shader.c
+++ b/source/blender/draw/engines/overlay/overlay_shader.c
@@ -325,35 +325,16 @@ GPUShader *OVERLAY_shader_edit_mesh_edge(bool use_flat_interp)
GPUShader *OVERLAY_shader_armature_sphere(bool use_outline)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
- const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
- const char extensions[] = "";
if (use_outline && !sh_data->armature_sphere_outline) {
- sh_data->armature_sphere_outline = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_armature_sphere_outline_vert_glsl,
- NULL},
- .frag = (const char *[]){extensions,
- datatoc_common_view_lib_glsl,
- datatoc_armature_wire_frag_glsl,
- NULL},
- .defs = (const char *[]){sh_cfg->def, NULL},
- });
+ sh_data->armature_sphere_outline = GPU_shader_create_from_info_name(
+ draw_ctx->sh_cfg ? "overlay_armature_sphere_outline_clipped" :
+ "overlay_armature_sphere_outline");
}
else if (!sh_data->armature_sphere_solid) {
- sh_data->armature_sphere_solid = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg->lib,
- datatoc_common_view_lib_glsl,
- datatoc_armature_sphere_solid_vert_glsl,
- NULL},
- .frag = (const char *[]){extensions,
- datatoc_common_view_lib_glsl,
- datatoc_armature_sphere_solid_frag_glsl,
- NULL},
- .defs = (const char *[]){sh_cfg->def, NULL},
- });
+ sh_data->armature_sphere_solid = GPU_shader_create_from_info_name(
+ draw_ctx->sh_cfg ? "overlay_armature_sphere_solid_clipped" :
+ "overlay_armature_sphere_solid");
}
return use_outline ? sh_data->armature_sphere_outline : sh_data->armature_sphere_solid;
}
@@ -361,34 +342,16 @@ GPUShader *OVERLAY_shader_armature_sphere(bool use_outline)
GPUShader *OVERLAY_shader_armature_shape(bool use_outline)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
- const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (use_outline && !sh_data->armature_shape_outline) {
- sh_data->armature_shape_outline = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_armature_shape_outline_vert_glsl,
- NULL},
- .geom = (const char *[]){sh_cfg->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_armature_shape_outline_geom_glsl,
- NULL},
- .frag =
- (const char *[]){datatoc_common_view_lib_glsl, datatoc_armature_wire_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg->def, NULL},
- });
+ sh_data->armature_shape_outline = GPU_shader_create_from_info_name(
+ draw_ctx->sh_cfg ? "overlay_armature_shape_outline_clipped" :
+ "overlay_armature_shape_outline");
}
else if (!sh_data->armature_shape_solid) {
- sh_data->armature_shape_solid = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg->lib,
- datatoc_common_view_lib_glsl,
- datatoc_armature_shape_solid_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_armature_shape_solid_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg->def, NULL},
- });
+ sh_data->armature_shape_solid = GPU_shader_create_from_info_name(
+ draw_ctx->sh_cfg ? "overlay_armature_shape_solid_clipped" :
+ "overlay_armature_shape_solid");
}
return use_outline ? sh_data->armature_shape_outline : sh_data->armature_shape_solid;
}
@@ -396,19 +359,10 @@ GPUShader *OVERLAY_shader_armature_shape(bool use_outline)
GPUShader *OVERLAY_shader_armature_shape_wire(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
- const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (!sh_data->armature_shape_wire) {
- sh_data->armature_shape_wire = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_armature_shape_wire_vert_glsl,
- NULL},
- .frag =
- (const char *[]){datatoc_common_view_lib_glsl, datatoc_armature_wire_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg->def, NULL},
- });
+ sh_data->armature_shape_wire = GPU_shader_create_from_info_name(
+ draw_ctx->sh_cfg ? "overlay_armature_shape_wire_clipped" : "overlay_armature_shape_wire");
}
return sh_data->armature_shape_wire;
}
@@ -416,29 +370,16 @@ GPUShader *OVERLAY_shader_armature_shape_wire(void)
GPUShader *OVERLAY_shader_armature_envelope(bool use_outline)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
- const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (use_outline && !sh_data->armature_envelope_outline) {
- sh_data->armature_envelope_outline = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_armature_envelope_outline_vert_glsl,
- NULL},
- .frag =
- (const char *[]){datatoc_common_view_lib_glsl, datatoc_armature_wire_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg->def, NULL},
- });
+ sh_data->armature_envelope_outline = GPU_shader_create_from_info_name(
+ draw_ctx->sh_cfg ? "overlay_armature_envelope_outline_clipped" :
+ "overlay_armature_envelope_outline");
}
else if (!sh_data->armature_envelope_solid) {
- sh_data->armature_envelope_solid = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg->lib,
- datatoc_common_view_lib_glsl,
- datatoc_armature_envelope_solid_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_armature_envelope_solid_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg->def, NULL},
- });
+ sh_data->armature_envelope_solid = GPU_shader_create_from_info_name(
+ draw_ctx->sh_cfg ? "overlay_armature_envelope_solid_clipped" :
+ "overlay_armature_envelope_solid");
}
return use_outline ? sh_data->armature_envelope_outline : sh_data->armature_envelope_solid;
}
@@ -446,18 +387,10 @@ GPUShader *OVERLAY_shader_armature_envelope(bool use_outline)
GPUShader *OVERLAY_shader_armature_stick(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
- const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (!sh_data->armature_stick) {
- sh_data->armature_stick = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_armature_stick_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_armature_stick_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg->def, NULL},
- });
+ sh_data->armature_stick = GPU_shader_create_from_info_name(
+ draw_ctx->sh_cfg ? "overlay_armature_stick_clipped" : "overlay_armature_stick");
}
return sh_data->armature_stick;
}
@@ -465,19 +398,10 @@ GPUShader *OVERLAY_shader_armature_stick(void)
GPUShader *OVERLAY_shader_armature_degrees_of_freedom_wire(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
- const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (!sh_data->armature_dof_wire) {
- sh_data->armature_dof_wire = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_armature_dof_vert_glsl,
- NULL},
- .frag =
- (const char *[]){datatoc_common_view_lib_glsl, datatoc_armature_wire_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg->def, "#define EDGE\n", NULL},
- });
+ sh_data->armature_dof_wire = GPU_shader_create_from_info_name(
+ draw_ctx->sh_cfg ? "overlay_armature_dof_wire_clipped" : "overlay_armature_dof_wire");
}
return sh_data->armature_dof_wire;
}
@@ -485,20 +409,10 @@ GPUShader *OVERLAY_shader_armature_degrees_of_freedom_wire(void)
GPUShader *OVERLAY_shader_armature_degrees_of_freedom_solid(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
- const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (!sh_data->armature_dof_solid) {
- sh_data->armature_dof_solid = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_armature_dof_vert_glsl,
- NULL},
- .frag = (const char *[]){datatoc_common_view_lib_glsl,
- datatoc_armature_dof_solid_frag_glsl,
- NULL},
- .defs = (const char *[]){sh_cfg->def, NULL},
- });
+ sh_data->armature_dof_solid = GPU_shader_create_from_info_name(
+ draw_ctx->sh_cfg ? "overlay_armature_dof_solid_clipped" : "overlay_armature_dof_solid");
}
return sh_data->armature_dof_solid;
}
@@ -506,19 +420,10 @@ GPUShader *OVERLAY_shader_armature_degrees_of_freedom_solid(void)
GPUShader *OVERLAY_shader_armature_wire(void)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
- const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
if (!sh_data->armature_wire) {
- sh_data->armature_wire = GPU_shader_create_from_arrays({
- .vert = (const char *[]){sh_cfg->lib,
- datatoc_common_globals_lib_glsl,
- datatoc_common_view_lib_glsl,
- datatoc_armature_wire_vert_glsl,
- NULL},
- .frag =
- (const char *[]){datatoc_common_view_lib_glsl, datatoc_armature_wire_frag_glsl, NULL},
- .defs = (const char *[]){sh_cfg->def, NULL},
- });
+ sh_data->armature_wire = GPU_shader_create_from_info_name(
+ draw_ctx->sh_cfg ? "overlay_armature_wire_clipped" : "overlay_armature_wire");
}
return sh_data->armature_wire;
}
diff --git a/source/blender/draw/engines/overlay/shaders/armature_dof_solid_frag.glsl b/source/blender/draw/engines/overlay/shaders/armature_dof_solid_frag.glsl
index aedc9bcda61..d46abbf79ee 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_dof_solid_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_dof_solid_frag.glsl
@@ -1,11 +1,4 @@
-uniform float alpha = 1.0;
-
-flat in vec4 finalColor;
-
-layout(location = 0) out vec4 fragColor;
-layout(location = 1) out vec4 lineOutput;
-
void main()
{
fragColor = vec4(finalColor.rgb, finalColor.a * alpha);
diff --git a/source/blender/draw/engines/overlay/shaders/armature_dof_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_dof_vert.glsl
index 18a80fc1fb4..b3c9ce5dfd2 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_dof_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_dof_vert.glsl
@@ -1,17 +1,6 @@
-/* ---- Instantiated Attrs ---- */
-in vec2 pos;
-
-/* ---- Per instance Attrs ---- */
-/* Assumed to be in world coordinate already. */
-in vec4 color;
-in mat4 inst_obmat;
-
-flat out vec4 finalColor;
-#ifdef EDGE
-flat out vec2 edgeStart;
-noperspective out vec2 edgePos;
-#endif
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
vec3 sphere_project(float ax, float az)
{
@@ -37,11 +26,7 @@ void main()
gl_Position = point_world_to_ndc(world_pos);
finalColor = color;
-#ifdef EDGE
- edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy;
-#endif
+ edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
+ view_clipping_distances(world_pos);
}
diff --git a/source/blender/draw/engines/overlay/shaders/armature_envelope_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_envelope_outline_vert.glsl
index 2260b2d3fa6..0a8e279e9b0 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_envelope_outline_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_envelope_outline_vert.glsl
@@ -1,19 +1,6 @@
-/* ---- Instantiated Attrs ---- */
-in vec2 pos0;
-in vec2 pos1;
-in vec2 pos2;
-
-/* ---- Per instance Attrs ---- */
-/* Assumed to be in world coordinate already. */
-in vec4 headSphere;
-in vec4 tailSphere;
-in vec4 outlineColorSize;
-in vec3 xAxis;
-
-flat out vec4 finalColor;
-flat out vec2 edgeStart;
-noperspective out vec2 edgePos;
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
/* project to screen space */
vec2 proj(vec4 pos)
@@ -134,9 +121,7 @@ void main()
vec3 wpos2 = get_outline_point(
pos2, sph_near, sph_far, mat_near, mat_far, z_ofs_near, z_ofs_far, b);
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(wpos1);
-#endif
+ view_clipping_distances(wpos1);
vec4 p0 = point_world_to_ndc(wpos0);
vec4 p1 = point_world_to_ndc(wpos1);
@@ -152,7 +137,7 @@ void main()
vec2 ofs_dir = compute_dir(ss0, ss1, ss2);
/* Offset away from the center to avoid overlap with solid shape. */
- gl_Position.xy += ofs_dir * sizeViewportInv.xy * gl_Position.w;
+ gl_Position.xy += ofs_dir * drw_view.viewport_size_inverse * gl_Position.w;
edgeStart = edgePos = proj(gl_Position);
diff --git a/source/blender/draw/engines/overlay/shaders/armature_envelope_solid_frag.glsl b/source/blender/draw/engines/overlay/shaders/armature_envelope_solid_frag.glsl
index 51cfe6250be..a90d2e3e406 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_envelope_solid_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_envelope_solid_frag.glsl
@@ -1,14 +1,4 @@
-uniform float alpha = 0.6;
-uniform bool isDistance;
-
-flat in vec3 finalStateColor;
-flat in vec3 finalBoneColor;
-in vec3 normalView;
-
-layout(location = 0) out vec4 fragColor;
-layout(location = 1) out vec4 lineOutput;
-
void main()
{
float n = normalize(normalView).z;
diff --git a/source/blender/draw/engines/overlay/shaders/armature_envelope_solid_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_envelope_solid_vert.glsl
index 620b3f2527c..2dd86a57dfd 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_envelope_solid_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_envelope_solid_vert.glsl
@@ -1,18 +1,6 @@
-/* ---- Instantiated Attrs ---- */
-in vec3 pos;
-
-/* ---- Per instance Attrs ---- */
-/* Assumed to be in world coordinate already. */
-in vec4 headSphere;
-in vec4 tailSphere;
-in vec3 xAxis;
-in vec3 stateColor;
-in vec3 boneColor;
-
-flat out vec3 finalStateColor;
-flat out vec3 finalBoneColor;
-out vec3 normalView;
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
@@ -47,9 +35,8 @@ void main()
finalStateColor = stateColor;
finalBoneColor = boneColor;
+ view_clipping_distances(sp);
+
vec4 pos_4d = vec4(sp, 1.0);
gl_Position = ViewProjectionMatrix * pos_4d;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(pos_4d.xyz);
-#endif
}
diff --git a/source/blender/draw/engines/overlay/shaders/armature_shape_outline_geom.glsl b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_geom.glsl
index a2a478f400b..47c5dada708 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_shape_outline_geom.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_geom.glsl
@@ -1,28 +1,16 @@
-layout(lines_adjacency) in;
-layout(line_strip, max_vertices = 2) out;
-
-in vec4 pPos[];
-in vec3 vPos[];
-in vec2 ssPos[];
-in vec2 ssNor[];
-in vec4 vColSize[];
-in int inverted[];
-
-flat out vec4 finalColor;
-flat out vec2 edgeStart;
-noperspective out vec2 edgePos;
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
void main(void)
{
- finalColor = vec4(vColSize[0].rgb, 1.0);
+ finalColor = vec4(geom_in[0].vColSize.rgb, 1.0);
bool is_persp = (ProjectionMatrix[3][3] == 0.0);
- vec3 view_vec = (is_persp) ? normalize(vPos[1]) : vec3(0.0, 0.0, -1.0);
- vec3 v10 = vPos[0] - vPos[1];
- vec3 v12 = vPos[2] - vPos[1];
- vec3 v13 = vPos[3] - vPos[1];
+ vec3 view_vec = (is_persp) ? normalize(geom_in[1].vPos) : vec3(0.0, 0.0, -1.0);
+ vec3 v10 = geom_in[0].vPos - geom_in[1].vPos;
+ vec3 v12 = geom_in[2].vPos - geom_in[1].vPos;
+ vec3 v13 = geom_in[3].vPos - geom_in[1].vPos;
vec3 n0 = cross(v12, v10);
vec3 n3 = cross(v13, v12);
@@ -40,13 +28,13 @@ void main(void)
}
}
- n0 = (inverted[0] == 1) ? -n0 : n0;
+ n0 = (geom_in[0].inverted == 1) ? -n0 : n0;
/* Don't outline if concave edge. */
if (dot(n0, v13) > 0.0001) {
return;
}
- vec2 perp = normalize(ssPos[2] - ssPos[1]);
+ vec2 perp = normalize(geom_in[2].ssPos - geom_in[1].ssPos);
vec2 edge_dir = vec2(-perp.y, perp.x);
vec2 hidden_point;
@@ -55,37 +43,33 @@ void main(void)
* If the chosen point is parallel to the edge in screen space,
* choose the other point anyway.
* This fixes some issue with cubes in orthographic views. */
- if (vPos[0].z < vPos[3].z) {
- hidden_point = (abs(fac0) > 1e-5) ? ssPos[0] : ssPos[3];
+ if (geom_in[0].vPos.z < geom_in[3].vPos.z) {
+ hidden_point = (abs(fac0) > 1e-5) ? geom_in[0].ssPos : geom_in[3].ssPos;
}
else {
- hidden_point = (abs(fac3) > 1e-5) ? ssPos[3] : ssPos[0];
+ hidden_point = (abs(fac3) > 1e-5) ? geom_in[3].ssPos : geom_in[0].ssPos;
}
- vec2 hidden_dir = normalize(hidden_point - ssPos[1]);
+ vec2 hidden_dir = normalize(hidden_point - geom_in[1].ssPos);
float fac = dot(-hidden_dir, edge_dir);
edge_dir *= (fac < 0.0) ? -1.0 : 1.0;
- gl_Position = pPos[1];
+ gl_Position = geom_in[1].pPos;
/* Offset away from the center to avoid overlap with solid shape. */
- gl_Position.xy += (edge_dir - perp) * sizeViewportInv.xy * gl_Position.w;
+ gl_Position.xy += (edge_dir - perp) * drw_view.viewport_size_inverse * gl_Position.w;
/* Improve AA bleeding inside bone silhouette. */
gl_Position.z -= (is_persp) ? 1e-4 : 1e-6;
- edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
-#endif
+ edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport;
+ view_clipping_distances_set(gl_in[1]);
EmitVertex();
- gl_Position = pPos[2];
+ gl_Position = geom_in[2].pPos;
/* Offset away from the center to avoid overlap with solid shape. */
- gl_Position.xy += (edge_dir + perp) * sizeViewportInv.xy * gl_Position.w;
+ gl_Position.xy += (edge_dir + perp) * drw_view.viewport_size_inverse * gl_Position.w;
/* Improve AA bleeding inside bone silhouette. */
gl_Position.z -= (is_persp) ? 1e-4 : 1e-6;
edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[2].gl_ClipDistance);
-#endif
+ view_clipping_distances_set(gl_in[2]);
EmitVertex();
EndPrimitive();
diff --git a/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl
index ddc6328e6a2..29319b3f7ac 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl
@@ -1,18 +1,6 @@
-/* ---- Instantiated Attrs ---- */
-in vec3 pos;
-in vec3 snor;
-
-/* ---- Per instance Attrs ---- */
-in vec4 color;
-in mat4 inst_obmat;
-
-out vec4 pPos;
-out vec3 vPos;
-out vec2 ssPos;
-out vec2 ssNor;
-out vec4 vColSize;
-out int inverted;
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
/* project to screen space */
vec2 proj(vec4 pos)
@@ -25,13 +13,13 @@ void main()
vec4 bone_color, state_color;
mat4 model_mat = extract_matrix_packed_data(inst_obmat, state_color, bone_color);
- vec4 worldPosition = model_mat * vec4(pos, 1.0);
- vec4 viewpos = ViewMatrix * worldPosition;
+ vec4 world_pos = model_mat * vec4(pos, 1.0);
+ vec4 view_pos = ViewMatrix * world_pos;
- vPos = viewpos.xyz;
- pPos = ProjectionMatrix * viewpos;
+ geom_in.vPos = view_pos.xyz;
+ geom_in.pPos = ProjectionMatrix * view_pos;
- inverted = int(dot(cross(model_mat[0].xyz, model_mat[1].xyz), model_mat[2].xyz) < 0.0);
+ geom_in.inverted = int(dot(cross(model_mat[0].xyz, model_mat[1].xyz), model_mat[2].xyz) < 0.0);
/* This is slow and run per vertex, but it's still faster than
* doing it per instance on CPU and sending it on via instance attribute. */
@@ -39,13 +27,11 @@ void main()
/* TODO: FIX: there is still a problem with this vector
* when the bone is scaled or in persp mode. But it's
* barely visible at the outline corners. */
- ssNor = normalize(normal_world_to_view(normal_mat * snor).xy);
+ geom_in.ssNor = normalize(normal_world_to_view(normal_mat * snor).xy);
- ssPos = proj(pPos);
+ geom_in.ssPos = proj(geom_in.pPos);
- vColSize = bone_color;
+ geom_in.vColSize = bone_color;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(worldPosition.xyz);
-#endif
+ view_clipping_distances(world_pos.xyz);
}
diff --git a/source/blender/draw/engines/overlay/shaders/armature_shape_solid_frag.glsl b/source/blender/draw/engines/overlay/shaders/armature_shape_solid_frag.glsl
index 26796c82f66..8e1768846dc 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_shape_solid_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_shape_solid_frag.glsl
@@ -1,12 +1,4 @@
-uniform float alpha = 0.6;
-
-in vec4 finalColor;
-flat in int inverted;
-
-layout(location = 0) out vec4 fragColor;
-layout(location = 1) out vec4 lineOutput;
-
void main()
{
/* Manual back-face culling. Not ideal for performance
diff --git a/source/blender/draw/engines/overlay/shaders/armature_shape_solid_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_shape_solid_vert.glsl
index 5979a877681..cdbe8c3d7df 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_shape_solid_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_shape_solid_vert.glsl
@@ -1,13 +1,6 @@
-/* ---- Instantiated Attrs ---- */
-in vec3 pos;
-in vec3 nor;
-
-/* ---- Per instance Attrs ---- */
-in mat4 inst_obmat;
-
-out vec4 finalColor;
-flat out int inverted;
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
@@ -31,10 +24,8 @@ void main()
finalColor.rgb = mix(state_color.rgb, bone_color.rgb, fac * fac);
finalColor.a = 1.0;
- vec4 worldPosition = model_mat * vec4(pos, 1.0);
- gl_Position = ViewProjectionMatrix * worldPosition;
+ vec4 world_pos = model_mat * vec4(pos, 1.0);
+ gl_Position = ViewProjectionMatrix * world_pos;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(worldPosition.xyz);
-#endif
+ view_clipping_distances(world_pos.xyz);
}
diff --git a/source/blender/draw/engines/overlay/shaders/armature_shape_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_shape_wire_vert.glsl
index 0bf21cbaaac..cee86956c43 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_shape_wire_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_shape_wire_vert.glsl
@@ -1,14 +1,6 @@
-/* ---- Instantiated Attrs ---- */
-in vec3 pos;
-in vec3 nor;
-
-/* ---- Per instance Attrs ---- */
-in mat4 inst_obmat;
-
-flat out vec4 finalColor;
-flat out vec2 edgeStart;
-noperspective out vec2 edgePos;
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
@@ -23,7 +15,5 @@ void main()
edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
+ view_clipping_distances(world_pos);
}
diff --git a/source/blender/draw/engines/overlay/shaders/armature_sphere_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_sphere_outline_vert.glsl
index 934485359b3..31369e0c3df 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_sphere_outline_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_sphere_outline_vert.glsl
@@ -1,13 +1,6 @@
-/* ---- Instantiated Attrs ---- */
-in vec2 pos;
-
-/* ---- Per instance Attrs ---- */
-in mat4 inst_obmat;
-
-flat out vec4 finalColor;
-flat out vec2 edgeStart;
-noperspective out vec2 edgePos;
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
/* project to screen space */
vec2 proj(vec4 pos)
@@ -70,14 +63,12 @@ void main()
/* Offset away from the center to avoid overlap with solid shape. */
vec2 ofs_dir = normalize(proj(gl_Position) - proj(center));
- gl_Position.xy += ofs_dir * sizeViewportInv.xy * gl_Position.w;
+ gl_Position.xy += ofs_dir * drw_view.viewport_size_inverse * gl_Position.w;
edgeStart = edgePos = proj(gl_Position);
finalColor = vec4(bone_color.rgb, 1.0);
-#ifdef USE_WORLD_CLIP_PLANES
- vec4 worldPosition = model_mat * vec4(cam_pos0, 1.0);
- world_clip_planes_calc_clip_distance(worldPosition.xyz);
-#endif
+ vec4 world_pos = model_mat * vec4(cam_pos0, 1.0);
+ view_clipping_distances(world_pos.xyz);
}
diff --git a/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl b/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl
index 0925901a9c9..e60b6e94492 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl
@@ -1,18 +1,5 @@
-uniform float alpha = 0.4;
-
-flat in vec3 finalStateColor;
-flat in vec3 finalBoneColor;
-flat in mat4 sphereMatrix;
-in vec3 viewPosition;
-
-#ifdef GL_ARB_conservative_depth
-/* Saves a lot of overdraw! */
-layout(depth_greater) out float gl_FragDepth;
-#endif
-
-layout(location = 0) out vec4 fragColor;
-layout(location = 1) out vec4 lineOutput;
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
diff --git a/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_vert.glsl
index e6fa29ce851..abbaad8cd10 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_vert.glsl
@@ -1,15 +1,6 @@
-/* ---- Instantiated Attrs ---- */
-in vec2 pos;
-
-/* ---- Per instance Attrs ---- */
-in vec4 color;
-in mat4 inst_obmat;
-
-flat out vec3 finalStateColor;
-flat out vec3 finalBoneColor;
-flat out mat4 sphereMatrix;
-out vec3 viewPosition;
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
/* Sphere radius */
const float rad = 0.05;
@@ -80,8 +71,6 @@ void main()
finalStateColor = state_color.xyz;
finalBoneColor = bone_color.xyz;
-#ifdef USE_WORLD_CLIP_PLANES
- vec4 worldPosition = model_mat * pos_4d;
- world_clip_planes_calc_clip_distance(worldPosition.xyz);
-#endif
+ vec4 world_pos = model_mat * pos_4d;
+ view_clipping_distances(world_pos.xyz);
}
diff --git a/source/blender/draw/engines/overlay/shaders/armature_stick_frag.glsl b/source/blender/draw/engines/overlay/shaders/armature_stick_frag.glsl
index 85136672180..2e42cdf0517 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_stick_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_stick_frag.glsl
@@ -1,13 +1,4 @@
-uniform float alpha = 1.0;
-
-noperspective in float colorFac;
-flat in vec4 finalWireColor;
-flat in vec4 finalInnerColor;
-
-layout(location = 0) out vec4 fragColor;
-layout(location = 1) out vec4 lineOutput;
-
void main()
{
float fac = smoothstep(1.0, 0.2, colorFac);
diff --git a/source/blender/draw/engines/overlay/shaders/armature_stick_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_stick_vert.glsl
index 0a2598fb6b7..b5edcd2858b 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_stick_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_stick_vert.glsl
@@ -1,8 +1,8 @@
-/* ---- Instantiated Attrs ---- */
-in vec2 pos; /* bone aligned screen space */
-in uint flag;
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+/* TODO(@fclem): Share definition with C code. */
#define COL_WIRE 1u /* (1 << 0) */
#define COL_HEAD 2u /* (1 << 1) */
#define COL_TAIL 4u /* (1 << 2) */
@@ -12,22 +12,9 @@ in uint flag;
#define POS_TAIL 32u /* (1 << 5) */ /* UNUSED */
#define POS_BONE 64u /* (1 << 6) */
-/* ---- Per instance Attrs ---- */
-in vec3 boneStart;
-in vec3 boneEnd;
-in vec4 wireColor; /* alpha encode if we do wire. If 0.0 we don't. */
-in vec4 boneColor; /* alpha encode if we do bone. If 0.0 we don't. */
-in vec4 headColor; /* alpha encode if we do head. If 0.0 we don't. */
-in vec4 tailColor; /* alpha encode if we do tail. If 0.0 we don't. */
-
-#define do_wire (wireColor.a > 0.0)
#define is_head bool(flag & POS_HEAD)
#define is_bone bool(flag & POS_BONE)
-noperspective out float colorFac;
-flat out vec4 finalWireColor;
-flat out vec4 finalInnerColor;
-
/* project to screen space */
vec2 proj(vec4 pos)
{
@@ -77,12 +64,9 @@ void main()
if (finalInnerColor.a > 0.0) {
float stick_size = sizePixel * 5.0;
gl_Position = (is_head) ? p0 : p1;
- gl_Position.xy += stick_size * (vpos * sizeViewportInv.xy);
+ gl_Position.xy += stick_size * (vpos * drw_view.viewport_size_inverse);
gl_Position.z += (is_bone) ? 0.0 : 1e-6; /* Avoid Z fighting of head/tails. */
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((is_head ? boneStart_4d : boneEnd_4d).xyz);
-#endif
+ view_clipping_distances((is_head ? boneStart_4d : boneEnd_4d).xyz);
}
else {
gl_Position = vec4(0.0);
diff --git a/source/blender/draw/engines/overlay/shaders/armature_wire_frag.glsl b/source/blender/draw/engines/overlay/shaders/armature_wire_frag.glsl
index 55278515f74..2c454a8becd 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_wire_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_wire_frag.glsl
@@ -1,12 +1,5 @@
-uniform float alpha = 1.0;
-
-flat in vec4 finalColor;
-flat in vec2 edgeStart;
-noperspective in vec2 edgePos;
-
-layout(location = 0) out vec4 fragColor;
-layout(location = 1) out vec4 lineOutput;
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
diff --git a/source/blender/draw/engines/overlay/shaders/armature_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_wire_vert.glsl
index d6d6cb6e024..c89d0249e4f 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_wire_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_wire_vert.glsl
@@ -1,22 +1,16 @@
-in vec3 color;
-in vec3 pos;
-
-flat out vec4 finalColor;
-flat out vec2 edgeStart;
-noperspective out vec2 edgePos;
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
- finalColor.rgb = color;
+ finalColor.rgb = color.rgb;
finalColor.a = 1.0;
- vec3 worldPosition = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(worldPosition);
+ vec3 world_pos = point_object_to_world(pos);
+ gl_Position = point_world_to_ndc(world_pos);
edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(worldPosition);
-#endif
+ view_clipping_distances(world_pos);
}
diff --git a/source/blender/draw/engines/overlay/shaders/infos/armature_info.hh b/source/blender/draw/engines/overlay/shaders/infos/armature_info.hh
new file mode 100644
index 00000000000..f417fbe1fd4
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/infos/armature_info.hh
@@ -0,0 +1,262 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(overlay_frag_output)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .fragment_out(1, Type::VEC4, "lineOutput");
+
+GPU_SHADER_INTERFACE_INFO(overlay_armature_wire_iface, "")
+ .flat(Type::VEC4, "finalColor")
+ .flat(Type::VEC2, "edgeStart")
+ .no_perspective(Type::VEC2, "edgePos");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_common)
+ .push_constant(Type::FLOAT, "alpha")
+ .additional_info("draw_view");
+
+/* -------------------------------------------------------------------- */
+/** \name Armature Sphere
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(overlay_armature_sphere_outline)
+ .do_static_compilation(true)
+ .vertex_in(0, Type::VEC2, "pos")
+ /* Per instance. */
+ .vertex_in(1, Type::MAT4, "inst_obmat")
+ .vertex_out(overlay_armature_wire_iface)
+ .vertex_source("armature_sphere_outline_vert.glsl")
+ .fragment_source("armature_wire_frag.glsl")
+ .additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_sphere_outline_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_sphere_outline", "drw_clipped");
+
+GPU_SHADER_INTERFACE_INFO(overlay_armature_sphere_solid_iface, "")
+ .flat(Type::VEC3, "finalStateColor")
+ .flat(Type::VEC3, "finalBoneColor")
+ .flat(Type::MAT4, "sphereMatrix")
+ .smooth(Type::VEC3, "viewPosition");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_sphere_solid)
+ .do_static_compilation(true)
+ .vertex_in(0, Type::VEC2, "pos")
+ /* Per instance. */
+ .vertex_in(1, Type::MAT4, "inst_obmat")
+ .vertex_in(2, Type::VEC4, "color")
+ // .depth_layout(DepthLayout::GREATER) /* TODO */
+ .vertex_out(overlay_armature_sphere_solid_iface)
+ .vertex_source("armature_sphere_solid_vert.glsl")
+ .fragment_source("armature_sphere_solid_frag.glsl")
+ .additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_sphere_solid_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_sphere_solid", "drw_clipped");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Armature Shapes
+ * \{ */
+
+GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_outline_iface, "geom_in")
+ .smooth(Type::VEC4, "pPos")
+ .smooth(Type::VEC3, "vPos")
+ .smooth(Type::VEC2, "ssPos")
+ .smooth(Type::VEC2, "ssNor")
+ .smooth(Type::VEC4, "vColSize")
+ .flat(Type::INT, "inverted");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_shape_outline)
+ .do_static_compilation(true)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_in(1, Type::VEC3, "snor")
+ /* Per instance. */
+ .vertex_in(2, Type::VEC4, "color")
+ .vertex_in(3, Type::MAT4, "inst_obmat")
+ .vertex_out(overlay_armature_shape_outline_iface)
+ .geometry_layout(PrimitiveIn::LINES_ADJACENCY, PrimitiveOut::LINE_STRIP, 2)
+ .geometry_out(overlay_armature_wire_iface)
+ .vertex_source("armature_shape_outline_vert.glsl")
+ .geometry_source("armature_shape_outline_geom.glsl")
+ .fragment_source("armature_wire_frag.glsl")
+ .additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_shape_outline_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_shape_outline", "drw_clipped");
+
+GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_solid_iface, "")
+ .smooth(Type::VEC4, "finalColor")
+ .flat(Type::INT, "inverted");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_shape_solid)
+ .do_static_compilation(true)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_in(1, Type::VEC3, "nor")
+ /* Per instance. */
+ .vertex_in(2, Type::MAT4, "inst_obmat")
+ .depth_write(DepthWrite::GREATER)
+ .vertex_out(overlay_armature_shape_solid_iface)
+ .vertex_source("armature_shape_solid_vert.glsl")
+ .fragment_source("armature_shape_solid_frag.glsl")
+ .additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_shape_solid_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_shape_solid", "drw_clipped");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_shape_wire)
+ .do_static_compilation(true)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_in(1, Type::VEC3, "nor")
+ /* Per instance. */
+ .vertex_in(2, Type::MAT4, "inst_obmat")
+ .vertex_out(overlay_armature_wire_iface)
+ .vertex_source("armature_shape_wire_vert.glsl")
+ .fragment_source("armature_wire_frag.glsl")
+ .additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_shape_wire_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_shape_wire", "drw_clipped");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Armature Envelope
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(overlay_armature_envelope_outline)
+ .do_static_compilation(true)
+ .vertex_in(0, Type::VEC2, "pos0")
+ .vertex_in(1, Type::VEC2, "pos1")
+ .vertex_in(2, Type::VEC2, "pos2")
+ /* Per instance. */
+ .vertex_in(3, Type::VEC4, "headSphere")
+ .vertex_in(4, Type::VEC4, "tailSphere")
+ .vertex_in(5, Type::VEC4, "outlineColorSize")
+ .vertex_in(6, Type::VEC3, "xAxis")
+ .vertex_out(overlay_armature_wire_iface)
+ .vertex_source("armature_envelope_outline_vert.glsl")
+ .fragment_source("armature_wire_frag.glsl")
+ .additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_envelope_outline_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_envelope_outline", "drw_clipped");
+
+GPU_SHADER_INTERFACE_INFO(overlay_armature_envelope_solid_iface, "")
+ .flat(Type::VEC3, "finalStateColor")
+ .flat(Type::VEC3, "finalBoneColor")
+ .smooth(Type::VEC3, "normalView");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_envelope_solid)
+ .do_static_compilation(true)
+ .vertex_in(0, Type::VEC3, "pos")
+ /* Per instance. Assumed to be in world coordinate already. */
+ .vertex_in(1, Type::VEC4, "headSphere")
+ .vertex_in(2, Type::VEC4, "tailSphere")
+ .vertex_in(3, Type::VEC3, "xAxis")
+ .vertex_in(4, Type::VEC3, "stateColor")
+ .vertex_in(5, Type::VEC3, "boneColor")
+ .vertex_out(overlay_armature_envelope_solid_iface)
+ .push_constant(Type::BOOL, "isDistance")
+ .vertex_source("armature_envelope_solid_vert.glsl")
+ .fragment_source("armature_envelope_solid_frag.glsl")
+ .additional_info("overlay_frag_output", "overlay_armature_common");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_envelope_solid_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_envelope_solid", "drw_clipped");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Armature Stick
+ * \{ */
+
+GPU_SHADER_INTERFACE_INFO(overlay_armature_stick_iface, "")
+ .no_perspective(Type::FLOAT, "colorFac")
+ .flat(Type::VEC4, "finalWireColor")
+ .flat(Type::VEC4, "finalInnerColor");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_stick)
+ .do_static_compilation(true)
+ /* Bone aligned screen space. */
+ .vertex_in(0, Type::VEC2, "pos")
+ .vertex_in(1, Type::UINT, "flag")
+ /* Per instance. Assumed to be in world coordinate already. */
+ .vertex_in(2, Type::VEC3, "boneStart")
+ .vertex_in(3, Type::VEC3, "boneEnd")
+ /* alpha encode if we do wire. If 0.0 we don't. */
+ .vertex_in(4, Type::VEC4, "wireColor")
+ .vertex_in(5, Type::VEC4, "boneColor")
+ .vertex_in(6, Type::VEC4, "headColor")
+ .vertex_in(7, Type::VEC4, "tailColor")
+ .define("do_wire", "(wireColor.a > 0.0)")
+ .vertex_out(overlay_armature_stick_iface)
+ .vertex_source("armature_stick_vert.glsl")
+ .fragment_source("armature_stick_frag.glsl")
+ .additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_stick_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_stick", "drw_clipped");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Armature Degrees of Freedom
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(overlay_armature_dof)
+ .vertex_in(0, Type::VEC2, "pos")
+ /* Per instance. Assumed to be in world coordinate already. */
+ .vertex_in(1, Type::VEC4, "color")
+ .vertex_in(2, Type::MAT4, "inst_obmat")
+ .vertex_out(overlay_armature_wire_iface)
+ .vertex_source("armature_dof_vert.glsl")
+ .additional_info("overlay_frag_output", "overlay_armature_common", "draw_globals");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_dof_wire)
+ .do_static_compilation(true)
+ .fragment_source("armature_dof_solid_frag.glsl")
+ .additional_info("overlay_armature_dof");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_dof_wire_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_dof_wire", "drw_clipped");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_dof_solid)
+ .do_static_compilation(true)
+ .fragment_source("armature_dof_solid_frag.glsl")
+ .additional_info("overlay_armature_dof");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_dof_solid_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_dof_solid", "drw_clipped");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Armature Wire
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(overlay_armature_wire)
+ .do_static_compilation(true)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_in(1, Type::VEC4, "color")
+ .push_constant(Type::FLOAT, "alpha")
+ .vertex_out(overlay_armature_wire_iface)
+ .vertex_source("armature_wire_vert.glsl")
+ .fragment_source("armature_wire_frag.glsl")
+ .additional_info("overlay_frag_output", "draw_mesh", "draw_globals");
+
+GPU_SHADER_CREATE_INFO(overlay_armature_wire_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_armature_wire", "drw_clipped");
+
+/** \} */
diff --git a/source/blender/draw/intern/draw_common_shader_shared.h b/source/blender/draw/intern/draw_common_shader_shared.h
index fa1fc9516b0..46382ed7f16 100644
--- a/source/blender/draw/intern/draw_common_shader_shared.h
+++ b/source/blender/draw/intern/draw_common_shader_shared.h
@@ -229,7 +229,6 @@ BLI_STATIC_ASSERT_ALIGN(GlobalsUboStorage, 16)
# define colorFaceFront globalsBlock.colorFaceFront
# define colorUVShadow globalsBlock.colorUVShadow
# define screenVecs globalsBlock.screenVecs
-# define sizeViewportInv globalsBlock.sizeViewport.zw
# define sizeViewport globalsBlock.sizeViewport.xy
# define sizePixel globalsBlock.sizePixel
# define pixelFac globalsBlock.pixelFac
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index c6659a174be..3e12426acdc 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -414,6 +414,7 @@ list(APPEND INC ${CMAKE_CURRENT_BINARY_DIR})
set(SRC_SHADER_CREATE_INFOS
../draw/engines/gpencil/shaders/infos/gpencil_info.hh
../draw/engines/gpencil/shaders/infos/gpencil_vfx_info.hh
+ ../draw/engines/overlay/shaders/infos/armature_info.hh
../draw/engines/overlay/shaders/infos/edit_mode_info.hh
../draw/engines/workbench/shaders/infos/workbench_composite_info.hh
../draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh