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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/draw/engines/gpencil/shaders
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/draw/engines/gpencil/shaders')
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl120
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl122
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_flip_frag.glsl46
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_glow_prepare_frag.glsl72
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_glow_resolve_frag.glsl54
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl69
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_pixel_frag.glsl56
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl78
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl130
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_shadow_prepare_frag.glsl105
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_shadow_resolve_frag.glsl30
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl71
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl48
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_background_frag.glsl6
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_blend_frag.glsl241
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_frag.glsl16
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_geom.glsl44
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_vert.glsl6
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl284
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_fill_vert.glsl6
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_paper_frag.glsl2
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl92
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_point_geom.glsl186
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_point_vert.glsl66
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_simple_mix_frag.glsl10
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl92
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl413
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_stroke_vert.glsl64
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl88
29 files changed, 1330 insertions, 1287 deletions
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl
index cd348a477a1..0f64f54c67b 100644
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl
@@ -8,7 +8,7 @@ uniform vec2 Viewport;
uniform int blur[2];
uniform vec3 loc;
-uniform float pixsize; /* rv3d->pixsize */
+uniform float pixsize; /* rv3d->pixsize */
uniform float pixfactor;
float defaultpixsize = pixsize * (1000.0 / pixfactor);
@@ -18,66 +18,68 @@ out vec4 FragColor;
float get_zdepth(ivec2 poxy)
{
- /* if outside viewport set as infinite depth */
- if ((poxy.x < 0) || (poxy.x > Viewport.x)) {
- return 1.0f;
- }
- if ((poxy.y < 0) || (poxy.y > Viewport.y)) {
- return 1.0f;
- }
-
- float zdepth = texelFetch(strokeDepth, poxy, 0).r;
- return zdepth;
+ /* if outside viewport set as infinite depth */
+ if ((poxy.x < 0) || (poxy.x > Viewport.x)) {
+ return 1.0f;
+ }
+ if ((poxy.y < 0) || (poxy.y > Viewport.y)) {
+ return 1.0f;
+ }
+
+ float zdepth = texelFetch(strokeDepth, poxy, 0).r;
+ return zdepth;
}
void main()
{
- ivec2 uv = ivec2(gl_FragCoord.xy);
-
- vec4 nloc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
-
- float dx = (ProjectionMatrix[3][3] == 0.0) ? (noffset[0] / (nloc.z * defaultpixsize)) : (noffset[0] / defaultpixsize);
- float dy = (ProjectionMatrix[3][3] == 0.0) ? (noffset[1] / (nloc.z * defaultpixsize)) : (noffset[1] / defaultpixsize);
-
- /* round to avoid shift when add more samples */
- dx = floor(dx) + 1.0;
- dy = floor(dy) + 1.0;
-
- /* apply blurring, using a 9-tap filter with predefined gaussian weights */
- /* depth (get the value of the surrounding pixels) */
- float outdepth = get_zdepth(ivec2(uv.x, uv.y));
- for (int x = -1; x < 2; x++) {
- for (int y = -1; y < 2; y++) {
- float depth = get_zdepth(ivec2(uv.x + x * dx, uv.y + y * dy));
- if (depth < outdepth) {
- outdepth = depth;
- break;
- }
- }
- }
- gl_FragDepth = outdepth;
-
- /* color */
- vec4 outcolor = vec4(0.0);
- outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y + 1.0 * dy), 0) * 0.0947416;
- outcolor += texelFetch(strokeColor, ivec2(uv.x - 0.0 * dx, uv.y + 1.0 * dy), 0) * 0.118318;
- outcolor += texelFetch(strokeColor, ivec2(uv.x + 1.0 * dx, uv.y + 1.0 * dy), 0) * 0.0947416;
- outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y + 0.0 * dy), 0) * 0.118318;
-
- outcolor += texelFetch(strokeColor, ivec2(uv.x, uv.y), 0) * 0.147761;
-
- outcolor += texelFetch(strokeColor, ivec2(uv.x + 1.0 * dx, uv.y + 0.0 * dy), 0) * 0.118318;
- outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y - 1.0 * dy), 0) * 0.0947416;
- outcolor += texelFetch(strokeColor, ivec2(uv.x + 0.0 * dx, uv.y - 1.0 * dy), 0) * 0.118318;
- outcolor += texelFetch(strokeColor, ivec2(uv.x + 1.0 * dx, uv.y - 1.0 * dy), 0) * 0.0947416;
-
- FragColor = clamp(outcolor, 0, 1.0);
-
- /* discar extreme values */
- if (outcolor.a < 0.02f) {
- discard;
- }
- if ((outdepth <= 0.000001) || (outdepth >= 0.999999)){
- discard;
- }
+ ivec2 uv = ivec2(gl_FragCoord.xy);
+
+ vec4 nloc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
+
+ float dx = (ProjectionMatrix[3][3] == 0.0) ? (noffset[0] / (nloc.z * defaultpixsize)) :
+ (noffset[0] / defaultpixsize);
+ float dy = (ProjectionMatrix[3][3] == 0.0) ? (noffset[1] / (nloc.z * defaultpixsize)) :
+ (noffset[1] / defaultpixsize);
+
+ /* round to avoid shift when add more samples */
+ dx = floor(dx) + 1.0;
+ dy = floor(dy) + 1.0;
+
+ /* apply blurring, using a 9-tap filter with predefined gaussian weights */
+ /* depth (get the value of the surrounding pixels) */
+ float outdepth = get_zdepth(ivec2(uv.x, uv.y));
+ for (int x = -1; x < 2; x++) {
+ for (int y = -1; y < 2; y++) {
+ float depth = get_zdepth(ivec2(uv.x + x * dx, uv.y + y * dy));
+ if (depth < outdepth) {
+ outdepth = depth;
+ break;
+ }
+ }
+ }
+ gl_FragDepth = outdepth;
+
+ /* color */
+ vec4 outcolor = vec4(0.0);
+ outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y + 1.0 * dy), 0) * 0.0947416;
+ outcolor += texelFetch(strokeColor, ivec2(uv.x - 0.0 * dx, uv.y + 1.0 * dy), 0) * 0.118318;
+ outcolor += texelFetch(strokeColor, ivec2(uv.x + 1.0 * dx, uv.y + 1.0 * dy), 0) * 0.0947416;
+ outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y + 0.0 * dy), 0) * 0.118318;
+
+ outcolor += texelFetch(strokeColor, ivec2(uv.x, uv.y), 0) * 0.147761;
+
+ outcolor += texelFetch(strokeColor, ivec2(uv.x + 1.0 * dx, uv.y + 0.0 * dy), 0) * 0.118318;
+ outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y - 1.0 * dy), 0) * 0.0947416;
+ outcolor += texelFetch(strokeColor, ivec2(uv.x + 0.0 * dx, uv.y - 1.0 * dy), 0) * 0.118318;
+ outcolor += texelFetch(strokeColor, ivec2(uv.x + 1.0 * dx, uv.y - 1.0 * dy), 0) * 0.0947416;
+
+ FragColor = clamp(outcolor, 0, 1.0);
+
+ /* discar extreme values */
+ if (outcolor.a < 0.02f) {
+ discard;
+ }
+ if ((outdepth <= 0.000001) || (outdepth >= 0.999999)) {
+ discard;
+ }
}
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl
index fb44b18cc86..52f42d30d06 100644
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl
@@ -8,79 +8,75 @@ uniform float factor;
out vec4 FragColor;
-#define MODE_GRAYSCALE 0
-#define MODE_SEPIA 1
-#define MODE_DUOTONE 2
-#define MODE_CUSTOM 3
+#define MODE_GRAYSCALE 0
+#define MODE_SEPIA 1
+#define MODE_DUOTONE 2
+#define MODE_CUSTOM 3
#define MODE_TRANSPARENT 4
float get_luminance(vec4 color)
{
- float lum = (color.r * 0.2126) + (color.g * 0.7152) + (color.b * 0.723);
- return lum;
+ float lum = (color.r * 0.2126) + (color.g * 0.7152) + (color.b * 0.723);
+ return lum;
}
void main()
{
- ivec2 uv = ivec2(gl_FragCoord.xy);
+ ivec2 uv = ivec2(gl_FragCoord.xy);
- float stroke_depth = texelFetch(strokeDepth, uv.xy, 0).r;
- vec4 src_pixel= texelFetch(strokeColor, uv.xy, 0);
- float luminance = get_luminance(src_pixel);
- vec4 outcolor;
+ float stroke_depth = texelFetch(strokeDepth, uv.xy, 0).r;
+ vec4 src_pixel = texelFetch(strokeColor, uv.xy, 0);
+ float luminance = get_luminance(src_pixel);
+ vec4 outcolor;
- /* is transparent */
- if (src_pixel.a == 0.0f) {
- discard;
- }
+ /* is transparent */
+ if (src_pixel.a == 0.0f) {
+ discard;
+ }
- switch(mode) {
- case MODE_GRAYSCALE:
- {
- outcolor = vec4(luminance, luminance, luminance, src_pixel.a);
- break;
- }
- case MODE_SEPIA:
- {
- float Red = (src_pixel.r * 0.393) + (src_pixel.g * 0.769) + (src_pixel.b * 0.189);
- float Green = (src_pixel.r * 0.349) + (src_pixel.g * 0.686) + (src_pixel.b * 0.168);
- float Blue = (src_pixel.r * 0.272) + (src_pixel.g * 0.534) + (src_pixel.b * 0.131);
- outcolor = vec4(Red, Green, Blue, src_pixel.a);
- break;
- }
- case MODE_DUOTONE:
- {
- if (luminance <= factor) {
- outcolor = low_color;
- }
- else {
- outcolor = high_color;
- }
- break;
- }
- case MODE_CUSTOM:
- {
- /* if below umbral, force custom color */
- if (luminance <= factor) {
- outcolor = low_color;
- }
- else {
- outcolor = vec4(luminance * low_color.r, luminance * low_color.b, luminance * low_color.b, src_pixel.a);
- }
- break;
- }
- case MODE_TRANSPARENT:
- {
- outcolor = vec4(src_pixel.rgb, src_pixel.a * factor);
- break;
- }
- default:
- {
- outcolor = src_pixel;
- }
+ switch (mode) {
+ case MODE_GRAYSCALE: {
+ outcolor = vec4(luminance, luminance, luminance, src_pixel.a);
+ break;
+ }
+ case MODE_SEPIA: {
+ float Red = (src_pixel.r * 0.393) + (src_pixel.g * 0.769) + (src_pixel.b * 0.189);
+ float Green = (src_pixel.r * 0.349) + (src_pixel.g * 0.686) + (src_pixel.b * 0.168);
+ float Blue = (src_pixel.r * 0.272) + (src_pixel.g * 0.534) + (src_pixel.b * 0.131);
+ outcolor = vec4(Red, Green, Blue, src_pixel.a);
+ break;
+ }
+ case MODE_DUOTONE: {
+ if (luminance <= factor) {
+ outcolor = low_color;
+ }
+ else {
+ outcolor = high_color;
+ }
+ break;
+ }
+ case MODE_CUSTOM: {
+ /* if below umbral, force custom color */
+ if (luminance <= factor) {
+ outcolor = low_color;
+ }
+ else {
+ outcolor = vec4(luminance * low_color.r,
+ luminance * low_color.b,
+ luminance * low_color.b,
+ src_pixel.a);
+ }
+ break;
+ }
+ case MODE_TRANSPARENT: {
+ outcolor = vec4(src_pixel.rgb, src_pixel.a * factor);
+ break;
+ }
+ default: {
+ outcolor = src_pixel;
+ }
+ }
- }
-
- gl_FragDepth = stroke_depth;
- FragColor = outcolor;
+ gl_FragDepth = stroke_depth;
+ FragColor = outcolor;
}
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_flip_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_flip_frag.glsl
index 43589461cd1..2cd77007b36 100644
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_flip_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_flip_frag.glsl
@@ -7,31 +7,31 @@ uniform int flipmode;
void main()
{
- vec2 mode = vec2(0,0);
- /* horz. */
- if (flipmode >= 110) {
- mode[0] = 1;
- }
- /* vert. */
- if ((flipmode == 101) || (flipmode == 111)) {
- mode[1] = 1;
- }
+ vec2 mode = vec2(0, 0);
+ /* horz. */
+ if (flipmode >= 110) {
+ mode[0] = 1;
+ }
+ /* vert. */
+ if ((flipmode == 101) || (flipmode == 111)) {
+ mode[1] = 1;
+ }
- vec2 uv = vec2(gl_FragCoord.xy);
- float stroke_depth;
- vec4 outcolor;
+ vec2 uv = vec2(gl_FragCoord.xy);
+ float stroke_depth;
+ vec4 outcolor;
- if (mode[0] > 0) {
- uv.x = wsize.x - uv.x;
- }
- if (mode[1] > 0) {
- uv.y = wsize.y - uv.y;
- }
+ if (mode[0] > 0) {
+ uv.x = wsize.x - uv.x;
+ }
+ if (mode[1] > 0) {
+ uv.y = wsize.y - uv.y;
+ }
- ivec2 iuv = ivec2(uv.x, uv.y);
- stroke_depth = texelFetch(strokeDepth, iuv, 0).r;
- outcolor = texelFetch(strokeColor, iuv, 0);
+ ivec2 iuv = ivec2(uv.x, uv.y);
+ stroke_depth = texelFetch(strokeDepth, iuv, 0).r;
+ outcolor = texelFetch(strokeColor, iuv, 0);
- gl_FragDepth = stroke_depth;
- FragColor = outcolor;
+ gl_FragDepth = stroke_depth;
+ FragColor = outcolor;
}
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_glow_prepare_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_glow_prepare_frag.glsl
index 9cdcad3e486..676b9b05db9 100644
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_glow_prepare_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_glow_prepare_frag.glsl
@@ -14,55 +14,55 @@ uniform int mode;
out vec4 FragColor;
-#define MODE_LUMINANCE 0
-#define MODE_COLOR 1
+#define MODE_LUMINANCE 0
+#define MODE_COLOR 1
/* calc luminance */
-float luma( vec3 color ) {
- /* the color is linear, so do not apply tonemapping */
- return (color.r + color.g + color.b) / 3.0;
+float luma(vec3 color)
+{
+ /* the color is linear, so do not apply tonemapping */
+ return (color.r + color.g + color.b) / 3.0;
}
bool check_color(vec3 color_a, vec3 color_b)
{
- /* need round the number to avoid precision errors */
- if ((floor(color_a.r * 100) == floor(color_b.r * 100)) &&
- (floor(color_a.g * 100) == floor(color_b.g * 100)) &&
- (floor(color_a.b * 100) == floor(color_b.b * 100)))
- {
- return true;
- }
+ /* need round the number to avoid precision errors */
+ if ((floor(color_a.r * 100) == floor(color_b.r * 100)) &&
+ (floor(color_a.g * 100) == floor(color_b.g * 100)) &&
+ (floor(color_a.b * 100) == floor(color_b.b * 100))) {
+ return true;
+ }
- return false;
+ return false;
}
void main()
{
- vec2 uv = vec2(gl_FragCoord.xy);
+ vec2 uv = vec2(gl_FragCoord.xy);
- float stroke_depth = texelFetch(strokeDepth, ivec2(uv.xy), 0).r;
- vec4 src_pixel= texelFetch(strokeColor, ivec2(uv.xy), 0);
- vec4 outcolor;
+ float stroke_depth = texelFetch(strokeDepth, ivec2(uv.xy), 0).r;
+ vec4 src_pixel = texelFetch(strokeColor, ivec2(uv.xy), 0);
+ vec4 outcolor;
- /* is transparent */
- if (src_pixel.a == 0.0f) {
- discard;
- }
+ /* is transparent */
+ if (src_pixel.a == 0.0f) {
+ discard;
+ }
- if (mode == MODE_LUMINANCE) {
- if (luma(src_pixel.rgb) < threshold) {
- discard;
- }
- }
- else if (mode == MODE_COLOR) {
- if (!check_color(src_pixel.rgb, select_color.rgb)) {
- discard;
- }
- }
- else {
- discard;
- }
+ if (mode == MODE_LUMINANCE) {
+ if (luma(src_pixel.rgb) < threshold) {
+ discard;
+ }
+ }
+ else if (mode == MODE_COLOR) {
+ if (!check_color(src_pixel.rgb, select_color.rgb)) {
+ discard;
+ }
+ }
+ else {
+ discard;
+ }
- gl_FragDepth = stroke_depth;
- FragColor = vec4(glow_color.rgb, 1.0);
+ gl_FragDepth = stroke_depth;
+ FragColor = vec4(glow_color.rgb, 1.0);
}
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_glow_resolve_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_glow_resolve_frag.glsl
index 5bff7a20523..e2aceb9eefe 100644
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_glow_resolve_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_glow_resolve_frag.glsl
@@ -11,36 +11,36 @@ out vec4 FragColor;
void main()
{
- vec4 outcolor;
- ivec2 uv = ivec2(gl_FragCoord.xy);
+ vec4 outcolor;
+ ivec2 uv = ivec2(gl_FragCoord.xy);
- float stroke_depth = texelFetch(strokeDepth, uv.xy, 0).r;
- vec4 src_pixel= texelFetch(strokeColor, uv.xy, 0);
- vec4 glow_pixel= texelFetch(glowColor, uv.xy, 0);
- float glow_depth = texelFetch(glowDepth, uv.xy, 0).r;
+ float stroke_depth = texelFetch(strokeDepth, uv.xy, 0).r;
+ vec4 src_pixel = texelFetch(strokeColor, uv.xy, 0);
+ vec4 glow_pixel = texelFetch(glowColor, uv.xy, 0);
+ float glow_depth = texelFetch(glowDepth, uv.xy, 0).r;
- if (alpha_mode == 0) {
- outcolor = src_pixel + glow_pixel;
- }
- else {
- if ((src_pixel.a < 0.1) || (glow_pixel.a < 0.1)) {
- outcolor = src_pixel + glow_pixel;
- }
- else {
- outcolor = src_pixel;
- }
- }
+ if (alpha_mode == 0) {
+ outcolor = src_pixel + glow_pixel;
+ }
+ else {
+ if ((src_pixel.a < 0.1) || (glow_pixel.a < 0.1)) {
+ outcolor = src_pixel + glow_pixel;
+ }
+ else {
+ outcolor = src_pixel;
+ }
+ }
- if (src_pixel.a < glow_pixel.a) {
- gl_FragDepth = glow_depth;
- }
- else {
- gl_FragDepth = stroke_depth;
- }
+ if (src_pixel.a < glow_pixel.a) {
+ gl_FragDepth = glow_depth;
+ }
+ else {
+ gl_FragDepth = stroke_depth;
+ }
- if (outcolor.a < 0.001) {
- discard;
- }
+ if (outcolor.a < 0.001) {
+ discard;
+ }
- FragColor = outcolor;
+ FragColor = outcolor;
}
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl
index c12dd223ebe..a5c321c20c1 100644
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl
@@ -8,62 +8,63 @@ uniform vec4 loc;
uniform float energy;
uniform float ambient;
-uniform float pixsize; /* rv3d->pixsize */
+uniform float pixsize; /* rv3d->pixsize */
uniform float pixfactor;
out vec4 FragColor;
float defaultpixsize = pixsize * (1000.0 / pixfactor);
-#define height loc.w
+#define height loc.w
/* project 3d point to 2d on screen space */
vec2 toScreenSpace(vec4 vertex)
{
- /* need to calculate ndc because this is not done by vertex shader */
- vec3 ndc = vec3(vertex).xyz / vertex.w;
+ /* need to calculate ndc because this is not done by vertex shader */
+ vec3 ndc = vec3(vertex).xyz / vertex.w;
- vec2 sc;
- sc.x = ((ndc.x + 1.0) / 2.0) * Viewport.x;
- sc.y = ((ndc.y + 1.0) / 2.0) * Viewport.y;
+ vec2 sc;
+ sc.x = ((ndc.x + 1.0) / 2.0) * Viewport.x;
+ sc.y = ((ndc.y + 1.0) / 2.0) * Viewport.y;
- return sc;
+ return sc;
}
void main()
{
- float stroke_depth;
- vec4 objcolor;
+ float stroke_depth;
+ vec4 objcolor;
- vec4 light_loc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
- vec2 light2d = toScreenSpace(light_loc);
+ vec4 light_loc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
+ vec2 light2d = toScreenSpace(light_loc);
- /* calc pixel scale */
- float pxscale = (ProjectionMatrix[3][3] == 0.0) ? (10.0 / (light_loc.z * defaultpixsize)) : (10.0 / defaultpixsize);
- pxscale = max(pxscale, 0.000001);
+ /* calc pixel scale */
+ float pxscale = (ProjectionMatrix[3][3] == 0.0) ? (10.0 / (light_loc.z * defaultpixsize)) :
+ (10.0 / defaultpixsize);
+ pxscale = max(pxscale, 0.000001);
- /* the height over plane is received in the w component of the loc
- * and needs a factor to adapt to pixels
- */
- float peak = height * 10.0 * pxscale;
- vec3 light3d = vec3(light2d.x, light2d.y, peak);
+ /* the height over plane is received in the w component of the loc
+ * and needs a factor to adapt to pixels
+ */
+ float peak = height * 10.0 * pxscale;
+ vec3 light3d = vec3(light2d.x, light2d.y, peak);
- vec2 uv = vec2(gl_FragCoord.xy);
- vec3 frag_loc = vec3(uv.x, uv.y, 0);
- vec3 norm = vec3(0, 0, 1.0); /* always z-up */
+ vec2 uv = vec2(gl_FragCoord.xy);
+ vec3 frag_loc = vec3(uv.x, uv.y, 0);
+ vec3 norm = vec3(0, 0, 1.0); /* always z-up */
- ivec2 iuv = ivec2(uv.x, uv.y);
- stroke_depth = texelFetch(strokeDepth, iuv, 0).r;
- objcolor = texelFetch(strokeColor, iuv, 0);
+ ivec2 iuv = ivec2(uv.x, uv.y);
+ stroke_depth = texelFetch(strokeDepth, iuv, 0).r;
+ objcolor = texelFetch(strokeColor, iuv, 0);
- /* diffuse light */
- vec3 lightdir = normalize(light3d - frag_loc);
- float diff = max(dot(norm, lightdir), 0.0);
- float dist = length(light3d - frag_loc) / pxscale;
- float factor = diff * ((energy * 100.0) / (dist * dist));
+ /* diffuse light */
+ vec3 lightdir = normalize(light3d - frag_loc);
+ float diff = max(dot(norm, lightdir), 0.0);
+ float dist = length(light3d - frag_loc) / pxscale;
+ float factor = diff * ((energy * 100.0) / (dist * dist));
- vec3 result = factor * max(ambient, 0.1) * vec3(objcolor);
+ vec3 result = factor * max(ambient, 0.1) * vec3(objcolor);
- gl_FragDepth = stroke_depth;
- FragColor = vec4(result.r, result.g, result.b, objcolor.a);
+ gl_FragDepth = stroke_depth;
+ FragColor = vec4(result.r, result.g, result.b, objcolor.a);
}
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_pixel_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_pixel_frag.glsl
index eb5596c639a..46b3c4286b4 100644
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_pixel_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_pixel_frag.glsl
@@ -8,7 +8,7 @@ uniform int size[3];
uniform vec4 color;
uniform vec3 loc;
-uniform float pixsize; /* rv3d->pixsize */
+uniform float pixsize; /* rv3d->pixsize */
uniform float pixfactor;
out vec4 FragColor;
@@ -20,30 +20,32 @@ vec2 nsize = max(vec2(size[0], size[1]), 3.0);
/* This pixelation shader is a modified version of original Geeks3d.com code */
void main()
{
- vec2 uv = vec2(gl_FragCoord.xy);
- vec4 nloc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
-
- float dx = (ProjectionMatrix[3][3] == 0.0) ? (nsize[0] / (nloc.z * defaultpixsize)) : (nsize[0] / defaultpixsize);
- float dy = (ProjectionMatrix[3][3] == 0.0) ? (nsize[1] / (nloc.z * defaultpixsize)) : (nsize[1] / defaultpixsize);
-
- dx = max(abs(dx), 3.0);
- dy = max(abs(dy), 3.0);
-
- vec2 coord = vec2(dx * floor(uv.x / dx), dy * floor(uv.y / dy));
-
- float stroke_depth = texelFetch(strokeDepth, ivec2(coord), 0).r;
- vec4 outcolor = texelFetch(strokeColor, ivec2(coord), 0);
-
- if (uselines == 1) {
- float difx = uv.x - (floor(uv.x / nsize[0]) * nsize[0]);
- if ((difx == 0.5) && (outcolor.a > 0)) {
- outcolor = color;
- }
- float dify = uv.y - (floor(uv.y / nsize[1]) * nsize[1]);
- if ((dify == 0.5) && (outcolor.a > 0)) {
- outcolor = color;
- }
- }
- gl_FragDepth = stroke_depth;
- FragColor = outcolor;
+ vec2 uv = vec2(gl_FragCoord.xy);
+ vec4 nloc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
+
+ float dx = (ProjectionMatrix[3][3] == 0.0) ? (nsize[0] / (nloc.z * defaultpixsize)) :
+ (nsize[0] / defaultpixsize);
+ float dy = (ProjectionMatrix[3][3] == 0.0) ? (nsize[1] / (nloc.z * defaultpixsize)) :
+ (nsize[1] / defaultpixsize);
+
+ dx = max(abs(dx), 3.0);
+ dy = max(abs(dy), 3.0);
+
+ vec2 coord = vec2(dx * floor(uv.x / dx), dy * floor(uv.y / dy));
+
+ float stroke_depth = texelFetch(strokeDepth, ivec2(coord), 0).r;
+ vec4 outcolor = texelFetch(strokeColor, ivec2(coord), 0);
+
+ if (uselines == 1) {
+ float difx = uv.x - (floor(uv.x / nsize[0]) * nsize[0]);
+ if ((difx == 0.5) && (outcolor.a > 0)) {
+ outcolor = color;
+ }
+ float dify = uv.y - (floor(uv.y / nsize[1]) * nsize[1]);
+ if ((dify == 0.5) && (outcolor.a > 0)) {
+ outcolor = color;
+ }
+ }
+ gl_FragDepth = stroke_depth;
+ FragColor = outcolor;
}
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl
index 2321429fbf1..2a17e573978 100644
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl
@@ -13,7 +13,7 @@ uniform vec3 rim_color;
uniform vec3 mask_color;
uniform vec3 loc;
-uniform float pixsize; /* rv3d->pixsize */
+uniform float pixsize; /* rv3d->pixsize */
uniform float pixfactor;
float defaultpixsize = pixsize * (1000.0 / pixfactor);
@@ -23,41 +23,43 @@ out vec4 FragColor;
void main()
{
- vec2 uv = vec2(gl_FragCoord.xy);
- vec4 nloc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
-
- float dx = (ProjectionMatrix[3][3] == 0.0) ? (noffset[0] / (nloc.z * defaultpixsize)) : (noffset[0] / defaultpixsize);
- float dy = (ProjectionMatrix[3][3] == 0.0) ? (noffset[1] / (nloc.z * defaultpixsize)) : (noffset[1] / defaultpixsize);
-
- float stroke_depth = texelFetch(strokeDepth, ivec2(uv.xy), 0).r;
- vec4 src_pixel= texelFetch(strokeColor, ivec2(uv.xy), 0);
- vec4 offset_pixel= texelFetch(strokeColor, ivec2(uv.x - dx, uv.y - dy), 0);
- vec4 outcolor;
-
- /* is transparent */
- if (src_pixel.a == 0.0f) {
- discard;
- }
- /* check inside viewport */
- else if ((uv.x - dx < 0) || (uv.x - dx > Viewport[0])) {
- discard;
- }
- else if ((uv.y - dy < 0) || (uv.y - dy > Viewport[1])) {
- discard;
- }
- /* pixel is equal to mask color, keep */
- else if (src_pixel.rgb == mask_color.rgb) {
- discard;
- }
- else {
- if ((src_pixel.a > 0) && (offset_pixel.a > 0)) {
- discard;
- }
- else {
- outcolor = vec4(rim_color, 1.0);
- }
- }
-
- gl_FragDepth = stroke_depth;
- FragColor = outcolor;
+ vec2 uv = vec2(gl_FragCoord.xy);
+ vec4 nloc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
+
+ float dx = (ProjectionMatrix[3][3] == 0.0) ? (noffset[0] / (nloc.z * defaultpixsize)) :
+ (noffset[0] / defaultpixsize);
+ float dy = (ProjectionMatrix[3][3] == 0.0) ? (noffset[1] / (nloc.z * defaultpixsize)) :
+ (noffset[1] / defaultpixsize);
+
+ float stroke_depth = texelFetch(strokeDepth, ivec2(uv.xy), 0).r;
+ vec4 src_pixel = texelFetch(strokeColor, ivec2(uv.xy), 0);
+ vec4 offset_pixel = texelFetch(strokeColor, ivec2(uv.x - dx, uv.y - dy), 0);
+ vec4 outcolor;
+
+ /* is transparent */
+ if (src_pixel.a == 0.0f) {
+ discard;
+ }
+ /* check inside viewport */
+ else if ((uv.x - dx < 0) || (uv.x - dx > Viewport[0])) {
+ discard;
+ }
+ else if ((uv.y - dy < 0) || (uv.y - dy > Viewport[1])) {
+ discard;
+ }
+ /* pixel is equal to mask color, keep */
+ else if (src_pixel.rgb == mask_color.rgb) {
+ discard;
+ }
+ else {
+ if ((src_pixel.a > 0) && (offset_pixel.a > 0)) {
+ discard;
+ }
+ else {
+ outcolor = vec4(rim_color, 1.0);
+ }
+ }
+
+ gl_FragDepth = stroke_depth;
+ FragColor = outcolor;
}
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl
index 0a7eb65d564..fa010baa32f 100644
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl
@@ -10,89 +10,89 @@ uniform int mode;
out vec4 FragColor;
-#define MODE_NORMAL 0
-#define MODE_OVERLAY 1
-#define MODE_ADD 2
-#define MODE_SUB 3
+#define MODE_NORMAL 0
+#define MODE_OVERLAY 1
+#define MODE_ADD 2
+#define MODE_SUB 3
#define MODE_MULTIPLY 4
-#define MODE_DIVIDE 5
+#define MODE_DIVIDE 5
float overlay_color(float a, float b)
{
- float rtn;
- if (a < 0.5) {
- rtn = 2.0 * a * b;
- }
- else {
- rtn = 1.0 - 2.0 * (1.0 - a) * (1.0 - b);
- }
+ float rtn;
+ if (a < 0.5) {
+ rtn = 2.0 * a * b;
+ }
+ else {
+ rtn = 1.0 - 2.0 * (1.0 - a) * (1.0 - b);
+ }
- return rtn;
+ return rtn;
}
vec4 get_blend_color(int mode, vec4 src_color, vec4 mix_color)
{
- vec4 outcolor;
- if (mode == MODE_NORMAL) {
- outcolor = mix_color;
- }
- else if (mode == MODE_OVERLAY) {
- outcolor.r = overlay_color(src_color.r, mix_color.r);
- outcolor.g = overlay_color(src_color.g, mix_color.g);
- outcolor.b = overlay_color(src_color.b, mix_color.b);
- }
- else if (mode == MODE_ADD){
- outcolor = src_color + mix_color;
- }
- else if (mode == MODE_SUB){
- outcolor = src_color - mix_color;
- }
- else if (mode == MODE_MULTIPLY) {
- outcolor = src_color * mix_color;
- }
- else if (mode == MODE_DIVIDE) {
- outcolor = src_color / mix_color;
- }
- else {
- outcolor = mix_color;
- }
+ vec4 outcolor;
+ if (mode == MODE_NORMAL) {
+ outcolor = mix_color;
+ }
+ else if (mode == MODE_OVERLAY) {
+ outcolor.r = overlay_color(src_color.r, mix_color.r);
+ outcolor.g = overlay_color(src_color.g, mix_color.g);
+ outcolor.b = overlay_color(src_color.b, mix_color.b);
+ }
+ else if (mode == MODE_ADD) {
+ outcolor = src_color + mix_color;
+ }
+ else if (mode == MODE_SUB) {
+ outcolor = src_color - mix_color;
+ }
+ else if (mode == MODE_MULTIPLY) {
+ outcolor = src_color * mix_color;
+ }
+ else if (mode == MODE_DIVIDE) {
+ outcolor = src_color / mix_color;
+ }
+ else {
+ outcolor = mix_color;
+ }
- /* use always the alpha of source color */
+ /* use always the alpha of source color */
- outcolor.a = src_color.a;
- /* use alpha to calculate the weight of the mixed color */
- outcolor = mix(src_color, outcolor, mix_color.a);
+ outcolor.a = src_color.a;
+ /* use alpha to calculate the weight of the mixed color */
+ outcolor = mix(src_color, outcolor, mix_color.a);
- return outcolor;
+ return outcolor;
}
void main()
{
- ivec2 uv = ivec2(gl_FragCoord.xy);
+ ivec2 uv = ivec2(gl_FragCoord.xy);
- float stroke_depth = texelFetch(strokeDepth, uv.xy, 0).r;
- vec4 src_pixel= texelFetch(strokeColor, uv.xy, 0);
- vec4 rim_pixel= texelFetch(strokeRim, uv.xy, 0);
+ float stroke_depth = texelFetch(strokeDepth, uv.xy, 0).r;
+ vec4 src_pixel = texelFetch(strokeColor, uv.xy, 0);
+ vec4 rim_pixel = texelFetch(strokeRim, uv.xy, 0);
- vec4 outcolor = src_pixel;
+ vec4 outcolor = src_pixel;
- /* is transparent */
- if (src_pixel.a == 0.0f) {
- discard;
- }
- /* pixel is equal to mask color, keep */
- else if (src_pixel.rgb == mask_color.rgb) {
- outcolor = src_pixel;
- }
- else {
- if (rim_pixel.a == 0.0f) {
- outcolor = src_pixel;
- }
- else {
- outcolor = get_blend_color(mode, src_pixel, rim_pixel);
- }
- }
+ /* is transparent */
+ if (src_pixel.a == 0.0f) {
+ discard;
+ }
+ /* pixel is equal to mask color, keep */
+ else if (src_pixel.rgb == mask_color.rgb) {
+ outcolor = src_pixel;
+ }
+ else {
+ if (rim_pixel.a == 0.0f) {
+ outcolor = src_pixel;
+ }
+ else {
+ outcolor = get_blend_color(mode, src_pixel, rim_pixel);
+ }
+ }
- gl_FragDepth = stroke_depth;
- FragColor = outcolor;
+ gl_FragDepth = stroke_depth;
+ FragColor = outcolor;
}
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_shadow_prepare_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_shadow_prepare_frag.glsl
index 8bb92f69723..d2e20feae18 100644
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_shadow_prepare_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_shadow_prepare_frag.glsl
@@ -19,7 +19,7 @@ uniform float phase;
uniform int orientation;
uniform vec3 loc;
-uniform float pixsize; /* rv3d->pixsize */
+uniform float pixsize; /* rv3d->pixsize */
uniform float pixfactor;
#define M_PI 3.1415926535897932384626433832795
@@ -37,61 +37,62 @@ out vec4 FragColor;
/* project 3d point to 2d on screen space */
vec2 toScreenSpace(vec4 vertex)
{
- /* need to calculate ndc because this is not done by vertex shader */
- vec3 ndc = vec3(vertex).xyz / vertex.w;
+ /* need to calculate ndc because this is not done by vertex shader */
+ vec3 ndc = vec3(vertex).xyz / vertex.w;
- vec2 sc;
- sc.x = ((ndc.x + 1.0) / 2.0) * Viewport.x;
- sc.y = ((ndc.y + 1.0) / 2.0) * Viewport.y;
+ vec2 sc;
+ sc.x = ((ndc.x + 1.0) / 2.0) * Viewport.x;
+ sc.y = ((ndc.y + 1.0) / 2.0) * Viewport.y;
- return sc;
+ return sc;
}
void main()
{
- vec2 uv = vec2(gl_FragCoord.xy);
- vec4 nloc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
- vec2 loc2d = toScreenSpace(nloc);
-
- float dx = (ProjectionMatrix[3][3] == 0.0) ? (noffset[0] / (nloc.z * defaultpixsize)) : (noffset[0] / defaultpixsize);
- float dy = (ProjectionMatrix[3][3] == 0.0) ? (noffset[1] / (nloc.z * defaultpixsize)) : (noffset[1] / defaultpixsize);
-
-
- /* move point to new coords system */
- vec2 tpos = vec2(uv.x, uv.y) - loc2d;
-
- /* rotation */
- if (rotation != 0) {
- vec2 rotpoint = vec2((tpos.x * cosv) - (tpos.y * sinv), (tpos.x * sinv) + (tpos.y * cosv));
- tpos = rotpoint;
- }
-
- /* apply offset */
- tpos = vec2(tpos.x - dx, tpos.y - dy);
-
- /* apply scale */
- tpos.x *= 1.0 / scale[0];
- tpos.y *= 1.0 / scale[1];
-
- /* back to original coords system */
- vec2 texpos = tpos + loc2d;
-
- /* wave */
- if (orientation == HORIZONTAL) {
- float pval = (uv.x * M_PI) / Viewport[0];
- texpos.y += amplitude * sin((period * pval) + phase);
- }
- else if (orientation == VERTICAL){
- float pval = (uv.y * M_PI) / Viewport[1];
- texpos.x += amplitude * sin((period * pval) + phase);
- }
-
- vec4 src_pixel = texelFetch(strokeColor, ivec2(texpos.x, texpos.y), 0);
- /* is transparent */
- if (src_pixel.a == 0.0f) {
- discard;
- }
-
- gl_FragDepth = texelFetch(strokeDepth, ivec2(texpos.x, texpos.y), 0).r;
- FragColor = shadow_color;
+ vec2 uv = vec2(gl_FragCoord.xy);
+ vec4 nloc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
+ vec2 loc2d = toScreenSpace(nloc);
+
+ float dx = (ProjectionMatrix[3][3] == 0.0) ? (noffset[0] / (nloc.z * defaultpixsize)) :
+ (noffset[0] / defaultpixsize);
+ float dy = (ProjectionMatrix[3][3] == 0.0) ? (noffset[1] / (nloc.z * defaultpixsize)) :
+ (noffset[1] / defaultpixsize);
+
+ /* move point to new coords system */
+ vec2 tpos = vec2(uv.x, uv.y) - loc2d;
+
+ /* rotation */
+ if (rotation != 0) {
+ vec2 rotpoint = vec2((tpos.x * cosv) - (tpos.y * sinv), (tpos.x * sinv) + (tpos.y * cosv));
+ tpos = rotpoint;
+ }
+
+ /* apply offset */
+ tpos = vec2(tpos.x - dx, tpos.y - dy);
+
+ /* apply scale */
+ tpos.x *= 1.0 / scale[0];
+ tpos.y *= 1.0 / scale[1];
+
+ /* back to original coords system */
+ vec2 texpos = tpos + loc2d;
+
+ /* wave */
+ if (orientation == HORIZONTAL) {
+ float pval = (uv.x * M_PI) / Viewport[0];
+ texpos.y += amplitude * sin((period * pval) + phase);
+ }
+ else if (orientation == VERTICAL) {
+ float pval = (uv.y * M_PI) / Viewport[1];
+ texpos.x += amplitude * sin((period * pval) + phase);
+ }
+
+ vec4 src_pixel = texelFetch(strokeColor, ivec2(texpos.x, texpos.y), 0);
+ /* is transparent */
+ if (src_pixel.a == 0.0f) {
+ discard;
+ }
+
+ gl_FragDepth = texelFetch(strokeDepth, ivec2(texpos.x, texpos.y), 0).r;
+ FragColor = shadow_color;
}
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_shadow_resolve_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_shadow_resolve_frag.glsl
index 0343d0d42fc..3ef11008adf 100644
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_shadow_resolve_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_shadow_resolve_frag.glsl
@@ -10,23 +10,23 @@ out vec4 FragColor;
void main()
{
- ivec2 uv = ivec2(gl_FragCoord.xy);
+ ivec2 uv = ivec2(gl_FragCoord.xy);
- float stroke_depth = texelFetch(strokeDepth, uv.xy, 0).r;
- float shadow_depth = texelFetch(shadowDepth, uv.xy, 0).r;
- vec4 stroke_pixel= texelFetch(strokeColor, uv.xy, 0);
- vec4 shadow_pixel= texelFetch(shadowColor, uv.xy, 0);
+ float stroke_depth = texelFetch(strokeDepth, uv.xy, 0).r;
+ float shadow_depth = texelFetch(shadowDepth, uv.xy, 0).r;
+ vec4 stroke_pixel = texelFetch(strokeColor, uv.xy, 0);
+ vec4 shadow_pixel = texelFetch(shadowColor, uv.xy, 0);
- /* copy original pixel */
- vec4 outcolor = stroke_pixel;
- float outdepth = stroke_depth;
+ /* copy original pixel */
+ vec4 outcolor = stroke_pixel;
+ float outdepth = stroke_depth;
- /* if stroke is not on top, copy shadow */
- if ((stroke_pixel.a <= 0.2) && (shadow_pixel.a > 0.0)) {
- outcolor = shadow_pixel;
- outdepth = shadow_depth;
- }
+ /* if stroke is not on top, copy shadow */
+ if ((stroke_pixel.a <= 0.2) && (shadow_pixel.a > 0.0)) {
+ outcolor = shadow_pixel;
+ outdepth = shadow_depth;
+ }
- gl_FragDepth = outdepth;
- FragColor = outcolor;
+ gl_FragDepth = outdepth;
+ FragColor = outcolor;
}
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl
index 92485987c93..b226d4f93bc 100644
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl
@@ -10,7 +10,7 @@ uniform int radius;
uniform float angle;
uniform int transparent;
-uniform float pixsize; /* rv3d->pixsize */
+uniform float pixsize; /* rv3d->pixsize */
uniform float pixfactor;
out vec4 FragColor;
@@ -20,50 +20,51 @@ float defaultpixsize = pixsize * (1000.0 / pixfactor);
/* project 3d point to 2d on screen space */
vec2 toScreenSpace(vec4 vertex)
{
- /* need to calculate ndc because this is not done by vertex shader */
- vec3 ndc = vec3(vertex).xyz / vertex.w;
+ /* need to calculate ndc because this is not done by vertex shader */
+ vec3 ndc = vec3(vertex).xyz / vertex.w;
- vec2 sc;
- sc.x = ((ndc.x + 1.0) / 2.0) * Viewport.x;
- sc.y = ((ndc.y + 1.0) / 2.0) * Viewport.y;
+ vec2 sc;
+ sc.x = ((ndc.x + 1.0) / 2.0) * Viewport.x;
+ sc.y = ((ndc.y + 1.0) / 2.0) * Viewport.y;
- return sc;
+ return sc;
}
/* This swirl shader is a modified version of original Geeks3d.com code */
void main()
{
- vec2 uv = vec2(gl_FragCoord.xy);
- float stroke_depth;
- vec4 outcolor;
+ vec2 uv = vec2(gl_FragCoord.xy);
+ float stroke_depth;
+ vec4 outcolor;
- vec4 center3d = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
- vec2 center = toScreenSpace(center3d);
- vec2 tc = uv - center;
+ vec4 center3d = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
+ vec2 center = toScreenSpace(center3d);
+ vec2 tc = uv - center;
- float dist = length(tc);
- float pxradius = (ProjectionMatrix[3][3] == 0.0) ? (radius / (loc.z * defaultpixsize)) : (radius / defaultpixsize);
- pxradius = max(pxradius, 1);
+ float dist = length(tc);
+ float pxradius = (ProjectionMatrix[3][3] == 0.0) ? (radius / (loc.z * defaultpixsize)) :
+ (radius / defaultpixsize);
+ pxradius = max(pxradius, 1);
- if (dist <= pxradius) {
- float percent = (pxradius - dist) / pxradius;
- float theta = percent * percent * angle * 8.0;
- float s = sin(theta);
- float c = cos(theta);
- tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
- tc += center;
+ if (dist <= pxradius) {
+ float percent = (pxradius - dist) / pxradius;
+ float theta = percent * percent * angle * 8.0;
+ float s = sin(theta);
+ float c = cos(theta);
+ tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
+ tc += center;
- stroke_depth = texelFetch(strokeDepth, ivec2(tc), 0).r;
- outcolor = texelFetch(strokeColor, ivec2(tc), 0);
- }
- else {
- if (transparent == 1) {
- discard;
- }
- stroke_depth = texelFetch(strokeDepth, ivec2(uv), 0).r;
- outcolor = texelFetch(strokeColor, ivec2(uv), 0);
- }
+ stroke_depth = texelFetch(strokeDepth, ivec2(tc), 0).r;
+ outcolor = texelFetch(strokeColor, ivec2(tc), 0);
+ }
+ else {
+ if (transparent == 1) {
+ discard;
+ }
+ stroke_depth = texelFetch(strokeDepth, ivec2(uv), 0).r;
+ outcolor = texelFetch(strokeColor, ivec2(uv), 0);
+ }
- gl_FragDepth = stroke_depth;
- FragColor = outcolor;
+ gl_FragDepth = stroke_depth;
+ FragColor = outcolor;
}
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl
index 04ab1557d07..0a5df9f6d77 100644
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl
@@ -17,28 +17,28 @@ uniform vec2 wsize;
void main()
{
- vec4 outcolor;
- ivec2 uv = ivec2(gl_FragCoord.xy);
- float stroke_depth;
-
- float value;
- if (orientation == HORIZONTAL) {
- float pval = (uv.x * M_PI) / wsize[0];
- value = amplitude * sin((period * pval) + phase);
- outcolor = texelFetch(strokeColor, ivec2(uv.x, uv.y + value), 0);
- stroke_depth = texelFetch(strokeDepth, ivec2(uv.x, uv.y + value), 0).r;
- }
- else {
- float pval = (uv.y * M_PI) / wsize[1];
- value = amplitude * sin((period * pval) + phase);
- outcolor = texelFetch(strokeColor, ivec2(uv.x + value, uv.y), 0);
- stroke_depth = texelFetch(strokeDepth, ivec2(uv.x + value, uv.y), 0).r;
- }
-
- FragColor = outcolor;
- gl_FragDepth = stroke_depth;
-
- if (outcolor.a < 0.02f) {
- discard;
- }
+ vec4 outcolor;
+ ivec2 uv = ivec2(gl_FragCoord.xy);
+ float stroke_depth;
+
+ float value;
+ if (orientation == HORIZONTAL) {
+ float pval = (uv.x * M_PI) / wsize[0];
+ value = amplitude * sin((period * pval) + phase);
+ outcolor = texelFetch(strokeColor, ivec2(uv.x, uv.y + value), 0);
+ stroke_depth = texelFetch(strokeDepth, ivec2(uv.x, uv.y + value), 0).r;
+ }
+ else {
+ float pval = (uv.y * M_PI) / wsize[1];
+ value = amplitude * sin((period * pval) + phase);
+ outcolor = texelFetch(strokeColor, ivec2(uv.x + value, uv.y), 0);
+ stroke_depth = texelFetch(strokeDepth, ivec2(uv.x + value, uv.y), 0).r;
+ }
+
+ FragColor = outcolor;
+ gl_FragDepth = stroke_depth;
+
+ if (outcolor.a < 0.02f) {
+ discard;
+ }
}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_background_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_background_frag.glsl
index cbd7a461dd3..18803bfa3fa 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_background_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_background_frag.glsl
@@ -5,8 +5,8 @@ uniform sampler2D strokeDepth;
void main()
{
- ivec2 uv = ivec2(gl_FragCoord.xy);
+ ivec2 uv = ivec2(gl_FragCoord.xy);
- gl_FragDepth = texelFetch(strokeDepth, uv, 0).r;
- FragColor = texelFetch(strokeColor, uv, 0);
+ gl_FragDepth = texelFetch(strokeDepth, uv, 0).r;
+ FragColor = texelFetch(strokeColor, uv, 0);
}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_blend_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_blend_frag.glsl
index fdaad9890a0..0482ea50916 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_blend_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_blend_frag.glsl
@@ -14,144 +14,145 @@ uniform int tonemapping;
#define ON 1
#define OFF 0
-#define MODE_NORMAL 0
-#define MODE_OVERLAY 1
-#define MODE_ADD 2
-#define MODE_SUB 3
+#define MODE_NORMAL 0
+#define MODE_OVERLAY 1
+#define MODE_ADD 2
+#define MODE_SUB 3
#define MODE_MULTIPLY 4
-#define MODE_DIVIDE 5
+#define MODE_DIVIDE 5
float overlay_color(float a, float b)
{
- float rtn;
- if (a < 0.5) {
- rtn = 2.0 * a * b;
- }
- else {
- rtn = 1.0 - 2.0 * (1.0 - a) * (1.0 - b);
- }
-
- return rtn;
+ float rtn;
+ if (a < 0.5) {
+ rtn = 2.0 * a * b;
+ }
+ else {
+ rtn = 1.0 - 2.0 * (1.0 - a) * (1.0 - b);
+ }
+
+ return rtn;
}
vec4 get_blend_color(int mode, vec4 src_color, vec4 blend_color)
{
- vec4 mix_color = blend_color;
- vec4 outcolor;
-
- if (mix_color.a == 0) {
- outcolor = src_color;
- }
- else if (mode == MODE_OVERLAY) {
- mix_color.rgb = mix_color.rgb * mix_color.a * blend_opacity;
- outcolor.r = overlay_color(src_color.r, mix_color.r);
- outcolor.g = overlay_color(src_color.g, mix_color.g);
- outcolor.b = overlay_color(src_color.b, mix_color.b);
- outcolor.a = src_color.a;
- }
- else if (mode == MODE_ADD){
- mix_color.rgb = mix_color.rgb * mix_color.a * blend_opacity;
- outcolor = src_color + mix_color;
- outcolor.a = src_color.a;
- }
- else if (mode == MODE_SUB){
- outcolor = src_color - mix_color;
- outcolor.a = clamp(src_color.a - (mix_color.a * blend_opacity), 0.0, 1.0);
- }
- else if (mode == MODE_MULTIPLY) {
- /* interpolate between 1 and color using opacity */
- mix_color.rgb = mix(vec3(1,1,1), mix_color.rgb * mix_color.a, blend_opacity);
- outcolor = src_color * mix_color;
- outcolor.a = src_color.a;
- }
- else if (mode == MODE_DIVIDE) {
- mix_color.rgb = mix_color.rgb * mix_color.a * blend_opacity;
- outcolor = src_color / mix_color;
- outcolor.a = src_color.a;
- }
- else {
- outcolor = mix_color * blend_opacity;;
- outcolor.a = src_color.a;
- }
-
- return outcolor;
+ vec4 mix_color = blend_color;
+ vec4 outcolor;
+
+ if (mix_color.a == 0) {
+ outcolor = src_color;
+ }
+ else if (mode == MODE_OVERLAY) {
+ mix_color.rgb = mix_color.rgb * mix_color.a * blend_opacity;
+ outcolor.r = overlay_color(src_color.r, mix_color.r);
+ outcolor.g = overlay_color(src_color.g, mix_color.g);
+ outcolor.b = overlay_color(src_color.b, mix_color.b);
+ outcolor.a = src_color.a;
+ }
+ else if (mode == MODE_ADD) {
+ mix_color.rgb = mix_color.rgb * mix_color.a * blend_opacity;
+ outcolor = src_color + mix_color;
+ outcolor.a = src_color.a;
+ }
+ else if (mode == MODE_SUB) {
+ outcolor = src_color - mix_color;
+ outcolor.a = clamp(src_color.a - (mix_color.a * blend_opacity), 0.0, 1.0);
+ }
+ else if (mode == MODE_MULTIPLY) {
+ /* interpolate between 1 and color using opacity */
+ mix_color.rgb = mix(vec3(1, 1, 1), mix_color.rgb * mix_color.a, blend_opacity);
+ outcolor = src_color * mix_color;
+ outcolor.a = src_color.a;
+ }
+ else if (mode == MODE_DIVIDE) {
+ mix_color.rgb = mix_color.rgb * mix_color.a * blend_opacity;
+ outcolor = src_color / mix_color;
+ outcolor.a = src_color.a;
+ }
+ else {
+ outcolor = mix_color * blend_opacity;
+ ;
+ outcolor.a = src_color.a;
+ }
+
+ return outcolor;
}
float linearrgb_to_srgb(float c)
{
- if (c < 0.0031308) {
- return (c < 0.0) ? 0.0 : c * 12.92;
- }
- else {
- return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
- }
+ if (c < 0.0031308) {
+ return (c < 0.0) ? 0.0 : c * 12.92;
+ }
+ else {
+ return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
+ }
}
vec4 tone(vec4 stroke_color)
{
- if (tonemapping == 1) {
- vec4 color = vec4(0, 0, 0, stroke_color.a);
- color.r = linearrgb_to_srgb(stroke_color.r);
- color.g = linearrgb_to_srgb(stroke_color.g);
- color.b = linearrgb_to_srgb(stroke_color.b);
- return color;
- }
- else {
- return stroke_color;
- }
+ if (tonemapping == 1) {
+ vec4 color = vec4(0, 0, 0, stroke_color.a);
+ color.r = linearrgb_to_srgb(stroke_color.r);
+ color.g = linearrgb_to_srgb(stroke_color.g);
+ color.b = linearrgb_to_srgb(stroke_color.b);
+ return color;
+ }
+ else {
+ return stroke_color;
+ }
}
void main()
{
- vec4 outcolor;
- ivec2 uv = ivec2(gl_FragCoord.xy);
- vec4 stroke_color = texelFetch(strokeColor, uv, 0).rgba;
- float stroke_depth = texelFetch(strokeDepth, uv, 0).r;
-
- vec4 mix_color = texelFetch(blendColor, uv, 0).rgba;
- float mix_depth = texelFetch(blendDepth, uv, 0).r;
-
- /* premult alpha factor to remove double blend effects */
- if (stroke_color.a > 0) {
- stroke_color = vec4(vec3(stroke_color.rgb / stroke_color.a), stroke_color.a);
- }
- if (mix_color.a > 0) {
- mix_color = vec4(vec3(mix_color.rgb / mix_color.a), mix_color.a);
- }
-
- /* Normal mode */
- if (mode == MODE_NORMAL) {
- if (stroke_color.a > 0) {
- if (mix_color.a > 0) {
- FragColor = vec4(mix(stroke_color.rgb, mix_color.rgb, mix_color.a), stroke_color.a);
- gl_FragDepth = mix_depth;
- }
- else {
- FragColor = stroke_color;
- gl_FragDepth = stroke_depth;
- }
- }
- else {
- if (clamp_layer == ON) {
- discard;
- }
- else {
- FragColor = mix_color;
- gl_FragDepth = mix_depth;
- }
- }
- FragColor = tone(FragColor);
- return;
- }
-
- /* if not using mask, return mix color */
- if ((stroke_color.a == 0) && (clamp_layer == OFF)) {
- FragColor = tone(mix_color);
- gl_FragDepth = mix_depth;
- return;
- }
-
- /* apply blend mode */
- FragColor = tone(get_blend_color(mode, stroke_color, mix_color));
- gl_FragDepth = stroke_depth;
+ vec4 outcolor;
+ ivec2 uv = ivec2(gl_FragCoord.xy);
+ vec4 stroke_color = texelFetch(strokeColor, uv, 0).rgba;
+ float stroke_depth = texelFetch(strokeDepth, uv, 0).r;
+
+ vec4 mix_color = texelFetch(blendColor, uv, 0).rgba;
+ float mix_depth = texelFetch(blendDepth, uv, 0).r;
+
+ /* premult alpha factor to remove double blend effects */
+ if (stroke_color.a > 0) {
+ stroke_color = vec4(vec3(stroke_color.rgb / stroke_color.a), stroke_color.a);
+ }
+ if (mix_color.a > 0) {
+ mix_color = vec4(vec3(mix_color.rgb / mix_color.a), mix_color.a);
+ }
+
+ /* Normal mode */
+ if (mode == MODE_NORMAL) {
+ if (stroke_color.a > 0) {
+ if (mix_color.a > 0) {
+ FragColor = vec4(mix(stroke_color.rgb, mix_color.rgb, mix_color.a), stroke_color.a);
+ gl_FragDepth = mix_depth;
+ }
+ else {
+ FragColor = stroke_color;
+ gl_FragDepth = stroke_depth;
+ }
+ }
+ else {
+ if (clamp_layer == ON) {
+ discard;
+ }
+ else {
+ FragColor = mix_color;
+ gl_FragDepth = mix_depth;
+ }
+ }
+ FragColor = tone(FragColor);
+ return;
+ }
+
+ /* if not using mask, return mix color */
+ if ((stroke_color.a == 0) && (clamp_layer == OFF)) {
+ FragColor = tone(mix_color);
+ gl_FragDepth = mix_depth;
+ return;
+ }
+
+ /* apply blend mode */
+ FragColor = tone(get_blend_color(mode, stroke_color, mix_color));
+ gl_FragDepth = stroke_depth;
}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_frag.glsl
index b3bd8e488f2..6a2a4f68dc9 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_frag.glsl
@@ -4,14 +4,14 @@ out vec4 fragColor;
void main()
{
- vec2 centered = mTexCoord - vec2(0.5);
- float dist_squared = dot(centered, centered);
- const float rad_squared = 0.25;
+ vec2 centered = mTexCoord - vec2(0.5);
+ float dist_squared = dot(centered, centered);
+ const float rad_squared = 0.25;
- // round point with jaggy edges
- if (dist_squared > rad_squared) {
- discard;
- }
+ // round point with jaggy edges
+ if (dist_squared > rad_squared) {
+ discard;
+ }
- fragColor = mColor;
+ fragColor = mColor;
}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_geom.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_geom.glsl
index 0d2da00db66..b5d0a5bce71 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_geom.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_geom.glsl
@@ -13,36 +13,36 @@ out vec2 mTexCoord;
/* project 3d point to 2d on screen space */
vec2 toScreenSpace(vec4 vertex)
{
- return vec2(vertex.xy / vertex.w) * Viewport;
+ return vec2(vertex.xy / vertex.w) * Viewport;
}
void main(void)
{
- vec4 P0 = gl_in[0].gl_Position;
- vec2 sp0 = toScreenSpace(P0);
+ vec4 P0 = gl_in[0].gl_Position;
+ vec2 sp0 = toScreenSpace(P0);
- float size = finalThickness[0];
+ float size = finalThickness[0];
- /* generate the triangle strip */
- mTexCoord = vec2(0, 1);
- mColor = finalColor[0];
- gl_Position = vec4(vec2(sp0.x - size, sp0.y + size) / Viewport, 0, 1.0);
- EmitVertex();
+ /* generate the triangle strip */
+ mTexCoord = vec2(0, 1);
+ mColor = finalColor[0];
+ gl_Position = vec4(vec2(sp0.x - size, sp0.y + size) / Viewport, 0, 1.0);
+ EmitVertex();
- mTexCoord = vec2(0, 0);
- mColor = finalColor[0];
- gl_Position = vec4(vec2(sp0.x - size, sp0.y - size) / Viewport, 0, 1.0);
- EmitVertex();
+ mTexCoord = vec2(0, 0);
+ mColor = finalColor[0];
+ gl_Position = vec4(vec2(sp0.x - size, sp0.y - size) / Viewport, 0, 1.0);
+ EmitVertex();
- mTexCoord = vec2(1, 1);
- mColor = finalColor[0];
- gl_Position = vec4(vec2(sp0.x + size, sp0.y + size) / Viewport, 0, 1.0);
- EmitVertex();
+ mTexCoord = vec2(1, 1);
+ mColor = finalColor[0];
+ gl_Position = vec4(vec2(sp0.x + size, sp0.y + size) / Viewport, 0, 1.0);
+ EmitVertex();
- mTexCoord = vec2(1, 0);
- mColor = finalColor[0];
- gl_Position = vec4(vec2(sp0.x + size, sp0.y - size) / Viewport, 0, 1.0);
- EmitVertex();
+ mTexCoord = vec2(1, 0);
+ mColor = finalColor[0];
+ gl_Position = vec4(vec2(sp0.x + size, sp0.y - size) / Viewport, 0, 1.0);
+ EmitVertex();
- EndPrimitive();
+ EndPrimitive();
}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_vert.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_vert.glsl
index 77fdf58bea0..eea28755ae6 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_vert.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_vert.glsl
@@ -9,7 +9,7 @@ out float finalThickness;
void main()
{
- gl_Position = ModelViewProjectionMatrix * vec4( pos, 1.0 );
- finalColor = color;
- finalThickness = size;
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ finalColor = color;
+ finalThickness = size;
}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
index 7f3bbf17222..632c63a39aa 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
@@ -39,146 +39,172 @@ uniform vec4 wire_color;
#define GP_DRAWMODE_2D 0
#define GP_DRAWMODE_3D 1
-#define OB_WIRE 2
+#define OB_WIRE 2
#define OB_SOLID 3
-#define V3D_SHADING_MATERIAL_COLOR 0
-#define V3D_SHADING_TEXTURE_COLOR 3
+#define V3D_SHADING_MATERIAL_COLOR 0
+#define V3D_SHADING_TEXTURE_COLOR 3
in vec4 finalColor;
in vec2 texCoord_interp;
out vec4 fragColor;
#define texture2D texture
-void set_color(in vec4 color, in vec4 color2, in vec4 tcolor, in float mixv, in float factor,
- in int tmix, in int flip, out vec4 ocolor)
+void set_color(in vec4 color,
+ in vec4 color2,
+ in vec4 tcolor,
+ in float mixv,
+ in float factor,
+ in int tmix,
+ in int flip,
+ out vec4 ocolor)
{
- /* full color A */
- if (mixv == 1.0) {
- if (tmix == 1) {
- ocolor = (flip == 0) ? color : tcolor;
- }
- else {
- ocolor = (flip == 0) ? color : color2;
- }
- }
- /* full color B */
- else if (mixv == 0.0) {
- if (tmix == 1) {
- ocolor = (flip == 0) ? tcolor : color;
- }
- else {
- ocolor = (flip == 0) ? color2 : color;
- }
- }
- /* mix of colors */
- else {
- if (tmix == 1) {
- ocolor = (flip == 0) ? mix(color, tcolor, factor) : mix(tcolor, color, factor);
- }
- else {
- ocolor = (flip == 0) ? mix(color, color2, factor) : mix(color2, color, factor);
- }
- }
- ocolor.a *= layer_opacity;
+ /* full color A */
+ if (mixv == 1.0) {
+ if (tmix == 1) {
+ ocolor = (flip == 0) ? color : tcolor;
+ }
+ else {
+ ocolor = (flip == 0) ? color : color2;
+ }
+ }
+ /* full color B */
+ else if (mixv == 0.0) {
+ if (tmix == 1) {
+ ocolor = (flip == 0) ? tcolor : color;
+ }
+ else {
+ ocolor = (flip == 0) ? color2 : color;
+ }
+ }
+ /* mix of colors */
+ else {
+ if (tmix == 1) {
+ ocolor = (flip == 0) ? mix(color, tcolor, factor) : mix(tcolor, color, factor);
+ }
+ else {
+ ocolor = (flip == 0) ? mix(color, color2, factor) : mix(color2, color, factor);
+ }
+ }
+ ocolor.a *= layer_opacity;
}
void main()
{
- vec2 t_center = vec2(0.5, 0.5);
- mat2 matrot_tex = mat2(cos(texture_angle), -sin(texture_angle), sin(texture_angle), cos(texture_angle));
- vec2 rot_tex = (matrot_tex * (texCoord_interp - t_center)) + t_center + texture_offset;
- vec4 tmp_color;
- tmp_color = (texture_clamp == 0) ? texture2D(myTexture, rot_tex * texture_scale) : texture2D(myTexture, clamp(rot_tex * texture_scale, 0.0, 1.0));
- vec4 text_color = vec4(tmp_color[0], tmp_color[1], tmp_color[2], tmp_color[3] * texture_opacity);
- vec4 chesscolor;
-
- /* wireframe with x-ray discard */
- if ((viewport_xray == 1) && (shading_type[0] == OB_WIRE)) {
- discard;
- }
-
- /* solid fill */
- if (fill_type == SOLID) {
- fragColor = finalColor;
- }
- else {
- vec2 center = vec2(0.5, 0.5) + gradient_shift;
- mat2 matrot = mat2(cos(gradient_angle), -sin(gradient_angle), sin(gradient_angle), cos(gradient_angle));
- vec2 rot = (((matrot * (texCoord_interp - center)) + center) * gradient_scale) + gradient_shift;
- /* gradient */
- if (fill_type == GRADIENT) {
- set_color(finalColor, color2, text_color, mix_factor, rot.x - mix_factor + 0.5, texture_mix, texture_flip, fragColor);
- }
- /* radial gradient */
- if (fill_type == RADIAL) {
- float in_rad = gradient_radius * mix_factor;
- float ex_rad = gradient_radius - in_rad;
- float intensity = 0;
- float distance = length((center - texCoord_interp) * gradient_scale);
- if (distance > gradient_radius) {
- discard;
- }
- if (distance > in_rad) {
- intensity = clamp(((distance - in_rad) / ex_rad), 0.0, 1.0);
- }
- set_color(finalColor, color2, text_color, mix_factor, intensity, texture_mix, texture_flip, fragColor);
- }
- /* chessboard */
- if (fill_type == CHESS) {
- vec2 pos = rot / pattern_gridsize;
- if ((fract(pos.x) < 0.5 && fract(pos.y) < 0.5) || (fract(pos.x) > 0.5 && fract(pos.y) > 0.5)) {
- chesscolor = (texture_flip == 0) ? finalColor : color2;
- }
- else {
- chesscolor = (texture_flip == 0) ? color2 : finalColor;
- }
- /* mix with texture */
- fragColor = (texture_mix == 1) ? mix(chesscolor, text_color, mix_factor) : chesscolor;
- fragColor.a *= layer_opacity;
- }
- /* texture */
- if (fill_type == TEXTURE) {
- fragColor = (texture_mix == 1) ? mix(text_color, finalColor, mix_factor) : text_color;
- fragColor.a *= layer_opacity;
- }
- /* pattern */
- if (fill_type == PATTERN) {
- fragColor = finalColor;
- fragColor.a = min(text_color.a, finalColor.a) * layer_opacity;
- }
- }
-
- /* set zdepth */
- if (xraymode == GP_XRAY_FRONT) {
- gl_FragDepth = 0.000001;
- }
- else if (xraymode == GP_XRAY_3DSPACE) {
- /* if 3D mode, move slightly the fill to avoid z-fighting between stroke and fill on same stroke */
- if (drawmode == GP_DRAWMODE_3D) {
- gl_FragDepth = gl_FragCoord.z * 1.0001;
- }
- else {
- gl_FragDepth = gl_FragCoord.z;
- }
- }
- else {
- gl_FragDepth = 0.000001;
- }
-
- /* if wireframe override colors */
- if (shading_type[0] == OB_WIRE) {
- fragColor = wire_color;
- }
-
- /* 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)) {
- fragColor = wire_color;
- }
- if (viewport_xray == 1) {
- fragColor.a *= 0.5;
- }
- }
-
+ vec2 t_center = vec2(0.5, 0.5);
+ mat2 matrot_tex = mat2(
+ cos(texture_angle), -sin(texture_angle), sin(texture_angle), cos(texture_angle));
+ vec2 rot_tex = (matrot_tex * (texCoord_interp - t_center)) + t_center + texture_offset;
+ vec4 tmp_color;
+ tmp_color = (texture_clamp == 0) ?
+ texture2D(myTexture, rot_tex * texture_scale) :
+ texture2D(myTexture, clamp(rot_tex * texture_scale, 0.0, 1.0));
+ vec4 text_color = vec4(tmp_color[0], tmp_color[1], tmp_color[2], tmp_color[3] * texture_opacity);
+ vec4 chesscolor;
+
+ /* wireframe with x-ray discard */
+ if ((viewport_xray == 1) && (shading_type[0] == OB_WIRE)) {
+ discard;
+ }
+
+ /* solid fill */
+ if (fill_type == SOLID) {
+ fragColor = finalColor;
+ }
+ else {
+ vec2 center = vec2(0.5, 0.5) + gradient_shift;
+ mat2 matrot = mat2(
+ cos(gradient_angle), -sin(gradient_angle), sin(gradient_angle), cos(gradient_angle));
+ vec2 rot = (((matrot * (texCoord_interp - center)) + center) * gradient_scale) +
+ gradient_shift;
+ /* gradient */
+ if (fill_type == GRADIENT) {
+ set_color(finalColor,
+ color2,
+ text_color,
+ mix_factor,
+ rot.x - mix_factor + 0.5,
+ texture_mix,
+ texture_flip,
+ fragColor);
+ }
+ /* radial gradient */
+ if (fill_type == RADIAL) {
+ float in_rad = gradient_radius * mix_factor;
+ float ex_rad = gradient_radius - in_rad;
+ float intensity = 0;
+ float distance = length((center - texCoord_interp) * gradient_scale);
+ if (distance > gradient_radius) {
+ discard;
+ }
+ if (distance > in_rad) {
+ intensity = clamp(((distance - in_rad) / ex_rad), 0.0, 1.0);
+ }
+ set_color(finalColor,
+ color2,
+ text_color,
+ mix_factor,
+ intensity,
+ texture_mix,
+ texture_flip,
+ fragColor);
+ }
+ /* chessboard */
+ if (fill_type == CHESS) {
+ vec2 pos = rot / pattern_gridsize;
+ if ((fract(pos.x) < 0.5 && fract(pos.y) < 0.5) ||
+ (fract(pos.x) > 0.5 && fract(pos.y) > 0.5)) {
+ chesscolor = (texture_flip == 0) ? finalColor : color2;
+ }
+ else {
+ chesscolor = (texture_flip == 0) ? color2 : finalColor;
+ }
+ /* mix with texture */
+ fragColor = (texture_mix == 1) ? mix(chesscolor, text_color, mix_factor) : chesscolor;
+ fragColor.a *= layer_opacity;
+ }
+ /* texture */
+ if (fill_type == TEXTURE) {
+ fragColor = (texture_mix == 1) ? mix(text_color, finalColor, mix_factor) : text_color;
+ fragColor.a *= layer_opacity;
+ }
+ /* pattern */
+ if (fill_type == PATTERN) {
+ fragColor = finalColor;
+ fragColor.a = min(text_color.a, finalColor.a) * layer_opacity;
+ }
+ }
+
+ /* set zdepth */
+ if (xraymode == GP_XRAY_FRONT) {
+ gl_FragDepth = 0.000001;
+ }
+ else if (xraymode == GP_XRAY_3DSPACE) {
+ /* if 3D mode, move slightly the fill to avoid z-fighting between stroke and fill on same stroke */
+ if (drawmode == GP_DRAWMODE_3D) {
+ gl_FragDepth = gl_FragCoord.z * 1.0001;
+ }
+ else {
+ gl_FragDepth = gl_FragCoord.z;
+ }
+ }
+ else {
+ gl_FragDepth = 0.000001;
+ }
+
+ /* if wireframe override colors */
+ if (shading_type[0] == OB_WIRE) {
+ fragColor = wire_color;
+ }
+
+ /* 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)) {
+ fragColor = wire_color;
+ }
+ if (viewport_xray == 1) {
+ fragColor.a *= 0.5;
+ }
+ }
}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_fill_vert.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_vert.glsl
index 52da354a562..d71f57eb98c 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_fill_vert.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_vert.glsl
@@ -8,7 +8,7 @@ out vec2 texCoord_interp;
void main(void)
{
- gl_Position = ModelViewProjectionMatrix * vec4( pos, 1.0 );
- finalColor = color;
- texCoord_interp = texCoord;
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ finalColor = color;
+ texCoord_interp = texCoord;
}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_paper_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_paper_frag.glsl
index c2e3f787bec..3c1424f98ff 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_paper_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_paper_frag.glsl
@@ -5,5 +5,5 @@ out vec4 FragColor;
void main()
{
- FragColor = vec4(color, opacity);
+ FragColor = vec4(color, opacity);
}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl
index ca8c888fe21..c8af822bc9e 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl
@@ -11,62 +11,62 @@ out vec4 fragColor;
#define texture2D texture
-#define GPENCIL_MODE_LINE 0
-#define GPENCIL_MODE_DOTS 1
-#define GPENCIL_MODE_BOX 2
+#define GPENCIL_MODE_LINE 0
+#define GPENCIL_MODE_DOTS 1
+#define GPENCIL_MODE_BOX 2
/* keep this list synchronized with list in gpencil_engine.h */
-#define GPENCIL_COLOR_SOLID 0
+#define GPENCIL_COLOR_SOLID 0
#define GPENCIL_COLOR_TEXTURE 1
#define GPENCIL_COLOR_PATTERN 2
/* Function to check the point inside ellipse */
-float checkpoint(vec2 pt, vec2 radius)
-{
- float p = (pow(pt.x, 2) / pow(radius.x, 2)) + (pow(pt.y, 2) / pow(radius.y, 2));
-
- return p;
-}
+float checkpoint(vec2 pt, vec2 radius)
+{
+ float p = (pow(pt.x, 2) / pow(radius.x, 2)) + (pow(pt.y, 2) / pow(radius.y, 2));
+
+ return p;
+}
void main()
{
- vec2 centered = mTexCoord - vec2(0.5);
- float ellip = checkpoint(centered, vec2(gradient_s / 2.0));
+ vec2 centered = mTexCoord - vec2(0.5);
+ float ellip = checkpoint(centered, vec2(gradient_s / 2.0));
+
+ if (mode != GPENCIL_MODE_BOX) {
+ if (ellip > 1.0) {
+ discard;
+ }
+ }
+
+ vec4 tmp_color = texture2D(myTexture, mTexCoord);
- if (mode != GPENCIL_MODE_BOX) {
- if (ellip > 1.0) {
- discard;
- }
- }
+ /* Solid */
+ if (color_type == GPENCIL_COLOR_SOLID) {
+ fragColor = mColor;
+ }
+ /* texture */
+ if (color_type == GPENCIL_COLOR_TEXTURE) {
+ fragColor = texture2D(myTexture, mTexCoord);
+ /* mult both alpha factor to use strength factor with texture */
+ fragColor.a = min(fragColor.a * mColor.a, fragColor.a);
+ }
+ /* pattern */
+ if (color_type == GPENCIL_COLOR_PATTERN) {
+ vec4 text_color = texture2D(myTexture, mTexCoord);
+ fragColor = mColor;
+ /* mult both alpha factor to use strength factor with color alpha limit */
+ fragColor.a = min(text_color.a * mColor.a, mColor.a);
+ }
- vec4 tmp_color = texture2D(myTexture, mTexCoord);
+ if ((mode == GPENCIL_MODE_DOTS) && (gradient_f < 1.0)) {
+ float dist = length(centered) * 2;
+ float decay = dist * (1.0 - gradient_f) * fragColor.a;
+ fragColor.a = clamp(fragColor.a - decay, 0.0, 1.0);
+ fragColor.a = fragColor.a * (1.0 - ellip);
+ }
- /* Solid */
- if (color_type == GPENCIL_COLOR_SOLID) {
- fragColor = mColor;
- }
- /* texture */
- if (color_type == GPENCIL_COLOR_TEXTURE) {
- fragColor = texture2D(myTexture, mTexCoord);
- /* mult both alpha factor to use strength factor with texture */
- fragColor.a = min(fragColor.a * mColor.a, fragColor.a);
- }
- /* pattern */
- if (color_type == GPENCIL_COLOR_PATTERN) {
- vec4 text_color = texture2D(myTexture, mTexCoord);
- fragColor = mColor;
- /* mult both alpha factor to use strength factor with color alpha limit */
- fragColor.a = min(text_color.a * mColor.a, mColor.a);
- }
-
- if ((mode == GPENCIL_MODE_DOTS) && (gradient_f < 1.0)) {
- float dist = length(centered) * 2;
- float decay = dist * (1.0 - gradient_f) * fragColor.a;
- fragColor.a = clamp(fragColor.a - decay, 0.0, 1.0);
- fragColor.a = fragColor.a * (1.0 - ellip);
- }
-
- if(fragColor.a < 0.0035) {
- discard;
- }
+ if (fragColor.a < 0.0035) {
+ discard;
+ }
}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_point_geom.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_point_geom.glsl
index 32aaa057298..2fb48ac5147 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_point_geom.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_point_geom.glsl
@@ -17,124 +17,124 @@ out vec2 mTexCoord;
#define GP_XRAY_FRONT 0
#define GP_XRAY_3DSPACE 1
-#define M_PI 3.14159265358979323846 /* pi */
-#define M_2PI 6.28318530717958647692 /* 2*pi */
-#define FALSE 0
+#define M_PI 3.14159265358979323846 /* pi */
+#define M_2PI 6.28318530717958647692 /* 2*pi */
+#define FALSE 0
/* project 3d point to 2d on screen space */
vec2 toScreenSpace(vec4 vertex)
{
- return vec2(vertex.xy / vertex.w) * Viewport;
+ return vec2(vertex.xy / vertex.w) * Viewport;
}
/* get zdepth value */
float getZdepth(vec4 point)
{
- if (xraymode == GP_XRAY_FRONT) {
- return 0.000001;
- }
- if (xraymode == GP_XRAY_3DSPACE) {
- return (point.z / point.w);
- }
-
- /* in front by default */
- return 0.000001;
+ if (xraymode == GP_XRAY_FRONT) {
+ return 0.000001;
+ }
+ if (xraymode == GP_XRAY_3DSPACE) {
+ return (point.z / point.w);
+ }
+
+ /* in front by default */
+ return 0.000001;
}
vec2 rotateUV(vec2 uv, float angle)
{
- /* translate center of rotation to the center of texture */
- vec2 new_uv = uv - vec2(0.5f, 0.5f);
- vec2 rot_uv;
- rot_uv.x = new_uv.x * cos(angle) - new_uv.y * sin(angle);
- rot_uv.y = new_uv.y * cos(angle) + new_uv.x * sin(angle);
- return rot_uv + vec2(0.5f, 0.5f);
+ /* translate center of rotation to the center of texture */
+ vec2 new_uv = uv - vec2(0.5f, 0.5f);
+ vec2 rot_uv;
+ rot_uv.x = new_uv.x * cos(angle) - new_uv.y * sin(angle);
+ rot_uv.y = new_uv.y * cos(angle) + new_uv.x * sin(angle);
+ return rot_uv + vec2(0.5f, 0.5f);
}
vec2 rotatePoint(vec2 center, vec2 point, float angle)
{
- /* translate center of rotation to the center */
- vec2 new_point = point - center;
- vec2 rot_point;
- rot_point.x = new_point.x * cos(angle) - new_point.y * sin(angle);
- rot_point.y = new_point.y * cos(angle) + new_point.x * sin(angle);
- return rot_point + center;
+ /* translate center of rotation to the center */
+ vec2 new_point = point - center;
+ vec2 rot_point;
+ rot_point.x = new_point.x * cos(angle) - new_point.y * sin(angle);
+ rot_point.y = new_point.y * cos(angle) + new_point.x * sin(angle);
+ return rot_point + center;
}
/* Calculate angle of the stroke using previous point as reference.
* The angle is calculated using the x axis (1, 0) as 0 degrees */
float getAngle(vec2 pt0, vec2 pt1)
{
- /* do not rotate one point only (no reference to rotate) */
- if (pt0 == pt1) {
- return 0.0;
- }
-
- if (use_follow_path == FALSE) {
- return 0.0;
- }
-
- /* default horizontal line (x-axis) in screen space */
- vec2 v0 = vec2(1.0, 0.0);
-
- /* vector of direction */
- vec2 vn = vec2(normalize(pt1 - pt0));
-
- /* angle signed (function ported from angle_signed_v2v2) */
- float perp_dot = (v0[1] * vn[0]) - (v0[0] * vn[1]);
- float angle = atan(perp_dot, dot(v0, vn));
-
- /* get full circle rotation */
- if (angle > 0.0) {
- angle = M_PI + (M_PI - angle);
- }
- else {
- angle *= -1.0;
- }
-
- return angle;
+ /* do not rotate one point only (no reference to rotate) */
+ if (pt0 == pt1) {
+ return 0.0;
+ }
+
+ if (use_follow_path == FALSE) {
+ return 0.0;
+ }
+
+ /* default horizontal line (x-axis) in screen space */
+ vec2 v0 = vec2(1.0, 0.0);
+
+ /* vector of direction */
+ vec2 vn = vec2(normalize(pt1 - pt0));
+
+ /* angle signed (function ported from angle_signed_v2v2) */
+ float perp_dot = (v0[1] * vn[0]) - (v0[0] * vn[1]);
+ float angle = atan(perp_dot, dot(v0, vn));
+
+ /* get full circle rotation */
+ if (angle > 0.0) {
+ angle = M_PI + (M_PI - angle);
+ }
+ else {
+ angle *= -1.0;
+ }
+
+ return angle;
}
void main(void)
{
- /* receive points */
- vec4 P0 = gl_in[0].gl_Position;
- vec2 sp0 = toScreenSpace(P0);
-
- vec4 P1 = finalprev_pos[0];
- vec2 sp1 = toScreenSpace(P1);
- vec2 point;
-
- float size = finalThickness[0];
- vec2 center = vec2(sp0.x, sp0.y);
-
- /* get angle of stroke to rotate texture */
- float angle = getAngle(sp0, sp1);
-
- /* generate the triangle strip */
- mTexCoord = rotateUV(vec2(0, 1), finaluvdata[0].y);
- mColor = finalColor[0];
- point = rotatePoint(center, vec2(sp0.x - size, sp0.y + size), angle);
- gl_Position = vec4(point / Viewport, getZdepth(P0), 1.0);
- EmitVertex();
-
- mTexCoord = rotateUV(vec2(0, 0), finaluvdata[0].y);
- mColor = finalColor[0];
- point = rotatePoint(center, vec2(sp0.x - size, sp0.y - size), angle);
- gl_Position = vec4(point / Viewport, getZdepth(P0), 1.0);
- EmitVertex();
-
- mTexCoord = rotateUV(vec2(1, 1), finaluvdata[0].y);
- mColor = finalColor[0];
- point = rotatePoint(center, vec2(sp0.x + size, sp0.y + size), angle);
- gl_Position = vec4(point / Viewport, getZdepth(P0), 1.0);
- EmitVertex();
-
- mTexCoord = rotateUV(vec2(1, 0), finaluvdata[0].y);
- mColor = finalColor[0];
- point = rotatePoint(center, vec2(sp0.x + size, sp0.y - size), angle);
- gl_Position = vec4(point / Viewport, getZdepth(P0), 1.0);
- EmitVertex();
-
- EndPrimitive();
+ /* receive points */
+ vec4 P0 = gl_in[0].gl_Position;
+ vec2 sp0 = toScreenSpace(P0);
+
+ vec4 P1 = finalprev_pos[0];
+ vec2 sp1 = toScreenSpace(P1);
+ vec2 point;
+
+ float size = finalThickness[0];
+ vec2 center = vec2(sp0.x, sp0.y);
+
+ /* get angle of stroke to rotate texture */
+ float angle = getAngle(sp0, sp1);
+
+ /* generate the triangle strip */
+ mTexCoord = rotateUV(vec2(0, 1), finaluvdata[0].y);
+ mColor = finalColor[0];
+ point = rotatePoint(center, vec2(sp0.x - size, sp0.y + size), angle);
+ gl_Position = vec4(point / Viewport, getZdepth(P0), 1.0);
+ EmitVertex();
+
+ mTexCoord = rotateUV(vec2(0, 0), finaluvdata[0].y);
+ mColor = finalColor[0];
+ point = rotatePoint(center, vec2(sp0.x - size, sp0.y - size), angle);
+ gl_Position = vec4(point / Viewport, getZdepth(P0), 1.0);
+ EmitVertex();
+
+ mTexCoord = rotateUV(vec2(1, 1), finaluvdata[0].y);
+ mColor = finalColor[0];
+ point = rotatePoint(center, vec2(sp0.x + size, sp0.y + size), angle);
+ gl_Position = vec4(point / Viewport, getZdepth(P0), 1.0);
+ EmitVertex();
+
+ mTexCoord = rotateUV(vec2(1, 0), finaluvdata[0].y);
+ mColor = finalColor[0];
+ point = rotatePoint(center, vec2(sp0.x + size, sp0.y - size), angle);
+ gl_Position = vec4(point / Viewport, getZdepth(P0), 1.0);
+ EmitVertex();
+
+ EndPrimitive();
}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_point_vert.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_point_vert.glsl
index 7deca544176..92c9acf1f2a 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_point_vert.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_point_vert.glsl
@@ -1,7 +1,7 @@
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ProjectionMatrix;
-uniform float pixsize; /* rv3d->pixsize */
+uniform float pixsize; /* rv3d->pixsize */
uniform int keep_size;
uniform float objscale;
uniform float pixfactor;
@@ -22,42 +22,44 @@ out vec4 finalprev_pos;
#define TRUE 1
-#define OB_WIRE 2
+#define OB_WIRE 2
#define OB_SOLID 3
-#define V3D_SHADING_MATERIAL_COLOR 0
-#define V3D_SHADING_TEXTURE_COLOR 3
+#define V3D_SHADING_MATERIAL_COLOR 0
+#define V3D_SHADING_TEXTURE_COLOR 3
float defaultpixsize = pixsize * (1000.0 / pixfactor);
void main()
{
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
- finalprev_pos = ModelViewProjectionMatrix * vec4(prev_pos, 1.0);
- finalColor = color;
-
- if (keep_size == TRUE) {
- finalThickness = thickness;
- }
- else {
- float size = (ProjectionMatrix[3][3] == 0.0) ? (thickness / (gl_Position.z * defaultpixsize)) : (thickness / defaultpixsize);
- finalThickness = max(size * objscale, 4.0); /* minimum 4 pixels */
- }
-
- /* for wireframe override size and color */
- if (shading_type[0] == OB_WIRE) {
- finalThickness = 2.0;
- finalColor = wire_color;
- }
- /* 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)) {
- finalColor = wire_color;
- }
- if (viewport_xray == 1) {
- finalColor.a *= 0.5;
- }
- }
-
- finaluvdata = uvdata;
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ finalprev_pos = ModelViewProjectionMatrix * vec4(prev_pos, 1.0);
+ finalColor = color;
+
+ if (keep_size == TRUE) {
+ finalThickness = thickness;
+ }
+ else {
+ float size = (ProjectionMatrix[3][3] == 0.0) ? (thickness / (gl_Position.z * defaultpixsize)) :
+ (thickness / defaultpixsize);
+ finalThickness = max(size * objscale, 4.0); /* minimum 4 pixels */
+ }
+
+ /* for wireframe override size and color */
+ if (shading_type[0] == OB_WIRE) {
+ finalThickness = 2.0;
+ finalColor = wire_color;
+ }
+ /* 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)) {
+ finalColor = wire_color;
+ }
+ if (viewport_xray == 1) {
+ finalColor.a *= 0.5;
+ }
+ }
+
+ finaluvdata = uvdata;
}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_simple_mix_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_simple_mix_frag.glsl
index dd54e38c3d0..2f4429a858f 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_simple_mix_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_simple_mix_frag.glsl
@@ -6,10 +6,10 @@ uniform sampler2D strokeColor;
uniform sampler2D strokeDepth;
void main()
{
- ivec2 uv = ivec2(gl_FragCoord.xy);
- float stroke_depth = texelFetch(strokeDepth, uv, 0).r;
- vec4 stroke_color = texelFetch(strokeColor, uv, 0).rgba;
+ ivec2 uv = ivec2(gl_FragCoord.xy);
+ float stroke_depth = texelFetch(strokeDepth, uv, 0).r;
+ vec4 stroke_color = texelFetch(strokeColor, uv, 0).rgba;
- FragColor = stroke_color;
- gl_FragDepth = stroke_depth;
+ FragColor = stroke_color;
+ gl_FragDepth = stroke_depth;
}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl
index a49a6e84f17..35d07306361 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl
@@ -12,7 +12,7 @@ out vec4 fragColor;
#define texture2D texture
/* keep this list synchronized with list in gpencil_engine.h */
-#define GPENCIL_COLOR_SOLID 0
+#define GPENCIL_COLOR_SOLID 0
#define GPENCIL_COLOR_TEXTURE 1
#define GPENCIL_COLOR_PATTERN 2
@@ -20,53 +20,53 @@ out vec4 fragColor;
void main()
{
-
- vec4 tColor = vec4(mColor);
- /* if uvfac[1] == 1, then encap */
- if (uvfac[1] == ENDCAP) {
- vec2 center = vec2(uvfac[0], 0.5);
- float dist = length(mTexCoord - center);
- if (dist > 0.50) {
- discard;
- }
- }
- /* Solid */
- if (color_type == GPENCIL_COLOR_SOLID) {
- fragColor = tColor;
- }
- /* texture for endcaps */
- vec4 text_color;
- if (uvfac[1] == ENDCAP) {
- text_color = texture2D(myTexture, vec2(mTexCoord.x, mTexCoord.y));
- }
- else {
- text_color = texture2D(myTexture, mTexCoord);
- }
+ vec4 tColor = vec4(mColor);
+ /* if uvfac[1] == 1, then encap */
+ if (uvfac[1] == ENDCAP) {
+ vec2 center = vec2(uvfac[0], 0.5);
+ float dist = length(mTexCoord - center);
+ if (dist > 0.50) {
+ discard;
+ }
+ }
+ /* Solid */
+ if (color_type == GPENCIL_COLOR_SOLID) {
+ fragColor = tColor;
+ }
- /* texture */
- if (color_type == GPENCIL_COLOR_TEXTURE) {
- fragColor = text_color;
- /* mult both alpha factor to use strength factor */
- fragColor.a = min(fragColor.a * tColor.a, fragColor.a);
- }
- /* pattern */
- if (color_type == GPENCIL_COLOR_PATTERN) {
- fragColor = tColor;
- /* mult both alpha factor to use strength factor with color alpha limit */
- fragColor.a = min(text_color.a * tColor.a, tColor.a);
- }
+ /* texture for endcaps */
+ vec4 text_color;
+ if (uvfac[1] == ENDCAP) {
+ text_color = texture2D(myTexture, vec2(mTexCoord.x, mTexCoord.y));
+ }
+ else {
+ text_color = texture2D(myTexture, mTexCoord);
+ }
- /* gradient */
- /* keep this disabled while the line glitch bug exists
- if (gradient_f < 1.0) {
- float d = abs(mTexCoord.y - 0.5) * (1.1 - gradient_f);
- float alpha = 1.0 - clamp((fragColor.a - (d * 2.0)), 0.03, 1.0);
- fragColor.a = smoothstep(fragColor.a, 0.0, alpha);
-
- }
- */
+ /* texture */
+ if (color_type == GPENCIL_COLOR_TEXTURE) {
+ fragColor = text_color;
+ /* mult both alpha factor to use strength factor */
+ fragColor.a = min(fragColor.a * tColor.a, fragColor.a);
+ }
+ /* pattern */
+ if (color_type == GPENCIL_COLOR_PATTERN) {
+ fragColor = tColor;
+ /* mult both alpha factor to use strength factor with color alpha limit */
+ fragColor.a = min(text_color.a * tColor.a, tColor.a);
+ }
- if(fragColor.a < 0.0035)
- discard;
+ /* gradient */
+ /* keep this disabled while the line glitch bug exists
+ if (gradient_f < 1.0) {
+ float d = abs(mTexCoord.y - 0.5) * (1.1 - gradient_f);
+ float alpha = 1.0 - clamp((fragColor.a - (d * 2.0)), 0.03, 1.0);
+ fragColor.a = smoothstep(fragColor.a, 0.0, alpha);
+
+ }
+ */
+
+ if (fragColor.a < 0.0035)
+ discard;
}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
index aa38ff26a62..7e62d6f0d64 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
@@ -19,7 +19,7 @@ out vec2 uvfac;
#define GP_XRAY_3DSPACE 1
/* keep this list synchronized with list in gpencil_engine.h */
-#define GPENCIL_COLOR_SOLID 0
+#define GPENCIL_COLOR_SOLID 0
#define GPENCIL_COLOR_TEXTURE 1
#define GPENCIL_COLOR_PATTERN 2
@@ -28,222 +28,229 @@ out vec2 uvfac;
/* project 3d point to 2d on screen space */
vec2 toScreenSpace(vec4 vertex)
{
- return vec2(vertex.xy / vertex.w) * Viewport;
+ return vec2(vertex.xy / vertex.w) * Viewport;
}
/* get zdepth value */
float getZdepth(vec4 point)
{
- if (xraymode == GP_XRAY_FRONT) {
- return 0.000001;
- }
- if (xraymode == GP_XRAY_3DSPACE) {
- return (point.z / point.w);
- }
-
- /* in front by default */
- return 0.000001;
+ if (xraymode == GP_XRAY_FRONT) {
+ return 0.000001;
+ }
+ if (xraymode == GP_XRAY_3DSPACE) {
+ return (point.z / point.w);
+ }
+
+ /* in front by default */
+ return 0.000001;
}
/* check equality but with a small tolerance */
bool is_equal(vec4 p1, vec4 p2)
{
- float limit = 0.0001;
- float x = abs(p1.x - p2.x);
- float y = abs(p1.y - p2.y);
- float z = abs(p1.z - p2.z);
+ float limit = 0.0001;
+ float x = abs(p1.x - p2.x);
+ float y = abs(p1.y - p2.y);
+ float z = abs(p1.z - p2.z);
- if ((x < limit) && (y < limit) && (z < limit)) {
- return true;
- }
+ if ((x < limit) && (y < limit) && (z < limit)) {
+ return true;
+ }
- return false;
+ return false;
}
void main(void)
{
- float MiterLimit = 0.75;
- uvfac = vec2(0.0, 0.0);
-
- /* receive 4 points */
- vec4 P0 = gl_in[0].gl_Position;
- vec4 P1 = gl_in[1].gl_Position;
- vec4 P2 = gl_in[2].gl_Position;
- vec4 P3 = gl_in[3].gl_Position;
-
- /* get the four vertices passed to the shader */
- vec2 sp0 = toScreenSpace(P0); // start of previous segment
- vec2 sp1 = toScreenSpace(P1); // end of previous segment, start of current segment
- vec2 sp2 = toScreenSpace(P2); // end of current segment, start of next segment
- vec2 sp3 = toScreenSpace(P3); // end of next segment
-
- /* culling outside viewport */
- vec2 area = Viewport * 4.0;
- if (sp1.x < -area.x || sp1.x > area.x) return;
- if (sp1.y < -area.y || sp1.y > area.y) return;
- if (sp2.x < -area.x || sp2.x > area.x) return;
- if (sp2.y < -area.y || sp2.y > area.y) return;
-
- /* culling behind camera */
- if (P1.w < 0 || P2.w < 0) return;
-
- /* determine the direction of each of the 3 segments (previous, current, next) */
- vec2 v0 = normalize(sp1 - sp0);
- vec2 v1 = normalize(sp2 - sp1);
- vec2 v2 = normalize(sp3 - sp2);
-
- /* determine the normal of each of the 3 segments (previous, current, next) */
- vec2 n0 = vec2(-v0.y, v0.x);
- vec2 n1 = vec2(-v1.y, v1.x);
- vec2 n2 = vec2(-v2.y, v2.x);
-
- /* determine miter lines by averaging the normals of the 2 segments */
- vec2 miter_a = normalize(n0 + n1); // miter at start of current segment
- vec2 miter_b = normalize(n1 + n2); // miter at end of current segment
-
- /* determine the length of the miter by projecting it onto normal and then inverse it */
- float an1 = dot(miter_a, n1);
- float bn1 = dot(miter_b, n2);
- if (an1 == 0) an1 = 1;
- if (bn1 == 0) bn1 = 1;
- float length_a = finalThickness[1] / an1;
- float length_b = finalThickness[2] / bn1;
- if (length_a <= 0.0) length_a = 0.01;
- if (length_b <= 0.0) length_b = 0.01;
-
- /* prevent excessively long miters at sharp corners */
- if (dot(v0, v1) < -MiterLimit) {
- miter_a = n1;
- length_a = finalThickness[1];
-
- /* close the gap */
- if (dot(v0, n1) > 0) {
- mTexCoord = vec2(0, 0);
- mColor = finalColor[1];
- gl_Position = vec4((sp1 + finalThickness[1] * n0) / Viewport, getZdepth(P1), 1.0);
- EmitVertex();
-
- mTexCoord = vec2(0, 0);
- mColor = finalColor[1];
- gl_Position = vec4((sp1 + finalThickness[1] * n1) / Viewport, getZdepth(P1), 1.0);
- EmitVertex();
-
- mTexCoord = vec2(0, 0.5);
- mColor = finalColor[1];
- gl_Position = vec4(sp1 / Viewport, getZdepth(P1), 1.0);
- EmitVertex();
-
- EndPrimitive();
- }
- else {
- mTexCoord = vec2(0, 1);
- mColor = finalColor[1];
- gl_Position = vec4((sp1 - finalThickness[1] * n1) / Viewport, getZdepth(P1), 1.0);
- EmitVertex();
-
- mTexCoord = vec2(0, 1);
- mColor = finalColor[1];
- gl_Position = vec4((sp1 - finalThickness[1] * n0) / Viewport, getZdepth(P1), 1.0);
- EmitVertex();
-
- mTexCoord = vec2(0, 0.5);
- mColor = finalColor[1];
- gl_Position = vec4(sp1 / Viewport, getZdepth(P1), 1.0);
- EmitVertex();
-
- EndPrimitive();
- }
- }
-
- if (dot(v1, v2) < -MiterLimit) {
- miter_b = n1;
- length_b = finalThickness[2];
- }
-
- /* generate the start endcap */
- if ((caps_mode[0] != GPENCIL_FLATCAP) && is_equal(P0,P2))
- {
- vec4 cap_color = finalColor[1];
-
- mTexCoord = vec2(2.0, 0.5);
- mColor = cap_color;
- vec2 svn1 = normalize(sp1 - sp2) * length_a * 4.0;
- uvfac = vec2(0.0, 1.0);
- gl_Position = vec4((sp1 + svn1) / Viewport, getZdepth(P1), 1.0);
- EmitVertex();
-
- mTexCoord = vec2(0.0, -0.5);
- mColor = cap_color;
- uvfac = vec2(0.0, 1.0);
- gl_Position = vec4((sp1 - (length_a * 2.0) * miter_a) / Viewport, getZdepth(P1), 1.0);
- EmitVertex();
-
- mTexCoord = vec2(0.0, 1.5);
- mColor = cap_color;
- uvfac = vec2(0.0, 1.0);
- gl_Position = vec4((sp1 + (length_a * 2.0) * miter_a) / Viewport, getZdepth(P1), 1.0);
- EmitVertex();
- }
-
- float y_a = 0.0;
- float y_b = 1.0;
-
- /* invert uv (vertical) */
- if (finaluvdata[2].x > 1.0) {
- if ((finaluvdata[1].y != 0.0) && (finaluvdata[2].y != 0.0)) {
- float d = ceil(finaluvdata[2].x) - 1.0;
- if (floor(d / 2.0) == (d / 2.0)) {
- y_a = 1.0;
- y_b = 0.0;
- }
- }
- }
- /* generate the triangle strip */
- uvfac = vec2(0.0, 0.0);
- mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(0, 0) : vec2(finaluvdata[1].x, y_a);
- mColor = finalColor[1];
- gl_Position = vec4((sp1 + length_a * miter_a) / Viewport, getZdepth(P1), 1.0);
- EmitVertex();
-
- mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(0, 1) : vec2(finaluvdata[1].x, y_b);
- mColor = finalColor[1];
- gl_Position = vec4((sp1 - length_a * miter_a) / Viewport, getZdepth(P1), 1.0);
- EmitVertex();
-
- mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(1, 0) : vec2(finaluvdata[2].x, y_a);
- mColor = finalColor[2];
- gl_Position = vec4((sp2 + length_b * miter_b) / Viewport, getZdepth(P2), 1.0);
- EmitVertex();
-
- mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(1, 1) : vec2(finaluvdata[2].x, y_b);
- mColor = finalColor[2];
- gl_Position = vec4((sp2 - length_b * miter_b) / Viewport, getZdepth(P2), 1.0);
- EmitVertex();
-
- /* generate the end endcap */
- if ((caps_mode[1] != GPENCIL_FLATCAP) && is_equal(P1,P3) && (finaluvdata[2].x > 0))
- {
- vec4 cap_color = finalColor[2];
-
- mTexCoord = vec2(finaluvdata[2].x, 1.5);
- mColor = cap_color;
- uvfac = vec2(finaluvdata[2].x, 1.0);
- gl_Position = vec4((sp2 + (length_b * 2.0) * miter_b) / Viewport, getZdepth(P2), 1.0);
- EmitVertex();
-
- mTexCoord = vec2(finaluvdata[2].x, -0.5);
- mColor = cap_color;
- uvfac = vec2(finaluvdata[2].x, 1.0);
- gl_Position = vec4((sp2 - (length_b * 2.0) * miter_b) / Viewport, getZdepth(P2), 1.0);
- EmitVertex();
-
- mTexCoord = vec2(finaluvdata[2].x + 2, 0.5);
- mColor = cap_color;
- uvfac = vec2(finaluvdata[2].x, 1.0);
- vec2 svn2 = normalize(sp2 - sp1) * length_b * 4.0;
- gl_Position = vec4((sp2 + svn2) / Viewport, getZdepth(P2), 1.0);
- EmitVertex();
- }
-
- EndPrimitive();
+ float MiterLimit = 0.75;
+ uvfac = vec2(0.0, 0.0);
+
+ /* receive 4 points */
+ vec4 P0 = gl_in[0].gl_Position;
+ vec4 P1 = gl_in[1].gl_Position;
+ vec4 P2 = gl_in[2].gl_Position;
+ vec4 P3 = gl_in[3].gl_Position;
+
+ /* get the four vertices passed to the shader */
+ vec2 sp0 = toScreenSpace(P0); // start of previous segment
+ vec2 sp1 = toScreenSpace(P1); // end of previous segment, start of current segment
+ vec2 sp2 = toScreenSpace(P2); // end of current segment, start of next segment
+ vec2 sp3 = toScreenSpace(P3); // end of next segment
+
+ /* culling outside viewport */
+ vec2 area = Viewport * 4.0;
+ if (sp1.x < -area.x || sp1.x > area.x)
+ return;
+ if (sp1.y < -area.y || sp1.y > area.y)
+ return;
+ if (sp2.x < -area.x || sp2.x > area.x)
+ return;
+ if (sp2.y < -area.y || sp2.y > area.y)
+ return;
+
+ /* culling behind camera */
+ if (P1.w < 0 || P2.w < 0)
+ return;
+
+ /* determine the direction of each of the 3 segments (previous, current, next) */
+ vec2 v0 = normalize(sp1 - sp0);
+ vec2 v1 = normalize(sp2 - sp1);
+ vec2 v2 = normalize(sp3 - sp2);
+
+ /* determine the normal of each of the 3 segments (previous, current, next) */
+ vec2 n0 = vec2(-v0.y, v0.x);
+ vec2 n1 = vec2(-v1.y, v1.x);
+ vec2 n2 = vec2(-v2.y, v2.x);
+
+ /* determine miter lines by averaging the normals of the 2 segments */
+ vec2 miter_a = normalize(n0 + n1); // miter at start of current segment
+ vec2 miter_b = normalize(n1 + n2); // miter at end of current segment
+
+ /* determine the length of the miter by projecting it onto normal and then inverse it */
+ float an1 = dot(miter_a, n1);
+ float bn1 = dot(miter_b, n2);
+ if (an1 == 0)
+ an1 = 1;
+ if (bn1 == 0)
+ bn1 = 1;
+ float length_a = finalThickness[1] / an1;
+ float length_b = finalThickness[2] / bn1;
+ if (length_a <= 0.0)
+ length_a = 0.01;
+ if (length_b <= 0.0)
+ length_b = 0.01;
+
+ /* prevent excessively long miters at sharp corners */
+ if (dot(v0, v1) < -MiterLimit) {
+ miter_a = n1;
+ length_a = finalThickness[1];
+
+ /* close the gap */
+ if (dot(v0, n1) > 0) {
+ mTexCoord = vec2(0, 0);
+ mColor = finalColor[1];
+ gl_Position = vec4((sp1 + finalThickness[1] * n0) / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(0, 0);
+ mColor = finalColor[1];
+ gl_Position = vec4((sp1 + finalThickness[1] * n1) / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(0, 0.5);
+ mColor = finalColor[1];
+ gl_Position = vec4(sp1 / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ EndPrimitive();
+ }
+ else {
+ mTexCoord = vec2(0, 1);
+ mColor = finalColor[1];
+ gl_Position = vec4((sp1 - finalThickness[1] * n1) / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(0, 1);
+ mColor = finalColor[1];
+ gl_Position = vec4((sp1 - finalThickness[1] * n0) / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(0, 0.5);
+ mColor = finalColor[1];
+ gl_Position = vec4(sp1 / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ EndPrimitive();
+ }
+ }
+
+ if (dot(v1, v2) < -MiterLimit) {
+ miter_b = n1;
+ length_b = finalThickness[2];
+ }
+
+ /* generate the start endcap */
+ if ((caps_mode[0] != GPENCIL_FLATCAP) && is_equal(P0, P2)) {
+ vec4 cap_color = finalColor[1];
+
+ mTexCoord = vec2(2.0, 0.5);
+ mColor = cap_color;
+ vec2 svn1 = normalize(sp1 - sp2) * length_a * 4.0;
+ uvfac = vec2(0.0, 1.0);
+ gl_Position = vec4((sp1 + svn1) / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(0.0, -0.5);
+ mColor = cap_color;
+ uvfac = vec2(0.0, 1.0);
+ gl_Position = vec4((sp1 - (length_a * 2.0) * miter_a) / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(0.0, 1.5);
+ mColor = cap_color;
+ uvfac = vec2(0.0, 1.0);
+ gl_Position = vec4((sp1 + (length_a * 2.0) * miter_a) / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+ }
+
+ float y_a = 0.0;
+ float y_b = 1.0;
+
+ /* invert uv (vertical) */
+ if (finaluvdata[2].x > 1.0) {
+ if ((finaluvdata[1].y != 0.0) && (finaluvdata[2].y != 0.0)) {
+ float d = ceil(finaluvdata[2].x) - 1.0;
+ if (floor(d / 2.0) == (d / 2.0)) {
+ y_a = 1.0;
+ y_b = 0.0;
+ }
+ }
+ }
+ /* generate the triangle strip */
+ uvfac = vec2(0.0, 0.0);
+ mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(0, 0) : vec2(finaluvdata[1].x, y_a);
+ mColor = finalColor[1];
+ gl_Position = vec4((sp1 + length_a * miter_a) / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(0, 1) : vec2(finaluvdata[1].x, y_b);
+ mColor = finalColor[1];
+ gl_Position = vec4((sp1 - length_a * miter_a) / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(1, 0) : vec2(finaluvdata[2].x, y_a);
+ mColor = finalColor[2];
+ gl_Position = vec4((sp2 + length_b * miter_b) / Viewport, getZdepth(P2), 1.0);
+ EmitVertex();
+
+ mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(1, 1) : vec2(finaluvdata[2].x, y_b);
+ mColor = finalColor[2];
+ gl_Position = vec4((sp2 - length_b * miter_b) / Viewport, getZdepth(P2), 1.0);
+ EmitVertex();
+
+ /* generate the end endcap */
+ if ((caps_mode[1] != GPENCIL_FLATCAP) && is_equal(P1, P3) && (finaluvdata[2].x > 0)) {
+ vec4 cap_color = finalColor[2];
+
+ mTexCoord = vec2(finaluvdata[2].x, 1.5);
+ mColor = cap_color;
+ uvfac = vec2(finaluvdata[2].x, 1.0);
+ gl_Position = vec4((sp2 + (length_b * 2.0) * miter_b) / Viewport, getZdepth(P2), 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(finaluvdata[2].x, -0.5);
+ mColor = cap_color;
+ uvfac = vec2(finaluvdata[2].x, 1.0);
+ gl_Position = vec4((sp2 - (length_b * 2.0) * miter_b) / Viewport, getZdepth(P2), 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(finaluvdata[2].x + 2, 0.5);
+ mColor = cap_color;
+ uvfac = vec2(finaluvdata[2].x, 1.0);
+ vec2 svn2 = normalize(sp2 - sp1) * length_b * 4.0;
+ gl_Position = vec4((sp2 + svn2) / Viewport, getZdepth(P2), 1.0);
+ EmitVertex();
+ }
+
+ EndPrimitive();
}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_vert.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_vert.glsl
index 62740f37ae8..946b39c006a 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_vert.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_vert.glsl
@@ -1,7 +1,7 @@
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ProjectionMatrix;
-uniform float pixsize; /* rv3d->pixsize */
+uniform float pixsize; /* rv3d->pixsize */
uniform int keep_size;
uniform float objscale;
uniform float pixfactor;
@@ -20,41 +20,43 @@ out vec2 finaluvdata;
#define TRUE 1
-#define OB_WIRE 2
+#define OB_WIRE 2
#define OB_SOLID 3
-#define V3D_SHADING_MATERIAL_COLOR 0
-#define V3D_SHADING_TEXTURE_COLOR 3
+#define V3D_SHADING_MATERIAL_COLOR 0
+#define V3D_SHADING_TEXTURE_COLOR 3
float defaultpixsize = pixsize * (1000.0 / pixfactor);
void main(void)
{
- gl_Position = ModelViewProjectionMatrix * vec4( pos, 1.0 );
- finalColor = color;
-
- if (keep_size == TRUE) {
- finalThickness = thickness;
- }
- else {
- float size = (ProjectionMatrix[3][3] == 0.0) ? (thickness / (gl_Position.z * defaultpixsize)) : (thickness / defaultpixsize);
- finalThickness = max(size * objscale, 1.0);
- }
-
- /* for wireframe override size and color */
- if (shading_type[0] == OB_WIRE) {
- finalThickness = 1.0;
- finalColor = wire_color;
- }
- /* 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)) {
- finalColor = wire_color;
- }
- if (viewport_xray == 1) {
- finalColor.a *= 0.5;
- }
- }
-
- finaluvdata = uvdata;
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ finalColor = color;
+
+ if (keep_size == TRUE) {
+ finalThickness = thickness;
+ }
+ else {
+ float size = (ProjectionMatrix[3][3] == 0.0) ? (thickness / (gl_Position.z * defaultpixsize)) :
+ (thickness / defaultpixsize);
+ finalThickness = max(size * objscale, 1.0);
+ }
+
+ /* for wireframe override size and color */
+ if (shading_type[0] == OB_WIRE) {
+ finalThickness = 1.0;
+ finalColor = wire_color;
+ }
+ /* 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)) {
+ finalColor = wire_color;
+ }
+ if (viewport_xray == 1) {
+ finalColor.a *= 0.5;
+ }
+ }
+
+ finaluvdata = uvdata;
}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl
index a32fd87a446..be645548402 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl
@@ -10,65 +10,65 @@ uniform int do_select;
float srgb_to_linearrgb(float c)
{
- if (c < 0.04045) {
- return (c < 0.0) ? 0.0 : c * (1.0 / 12.92);
- }
- else {
- return pow((c + 0.055) * (1.0 / 1.055), 2.4);
- }
+ if (c < 0.04045) {
+ return (c < 0.0) ? 0.0 : c * (1.0 / 12.92);
+ }
+ else {
+ return pow((c + 0.055) * (1.0 / 1.055), 2.4);
+ }
}
float linearrgb_to_srgb(float c)
{
- if (c < 0.0031308) {
- return (c < 0.0) ? 0.0 : c * 12.92;
- }
- else {
- return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
- }
+ if (c < 0.0031308) {
+ return (c < 0.0) ? 0.0 : c * 12.92;
+ }
+ else {
+ return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
+ }
}
bool check_borders(ivec2 uv, int size)
{
- for (int x = -size; x <= size; x++) {
- for (int y = -size; y <= size; y++) {
- vec4 stroke_color = texelFetch(strokeColor, ivec2(uv.x + x, uv.y + y), 0).rgba;
- if (stroke_color.a > 0) {
- return true;
- }
- }
- }
+ for (int x = -size; x <= size; x++) {
+ for (int y = -size; y <= size; y++) {
+ vec4 stroke_color = texelFetch(strokeColor, ivec2(uv.x + x, uv.y + y), 0).rgba;
+ if (stroke_color.a > 0) {
+ return true;
+ }
+ }
+ }
- return false;
+ return false;
}
void main()
{
- ivec2 uv = ivec2(gl_FragCoord.xy);
- float stroke_depth = texelFetch(strokeDepth, uv, 0).r;
- vec4 stroke_color = texelFetch(strokeColor, uv, 0).rgba;
+ ivec2 uv = ivec2(gl_FragCoord.xy);
+ float stroke_depth = texelFetch(strokeDepth, uv, 0).r;
+ vec4 stroke_color = texelFetch(strokeColor, uv, 0).rgba;
- /* premult alpha factor to remove double blend effects */
- if (stroke_color.a > 0) {
- stroke_color = vec4(vec3(stroke_color.rgb / stroke_color.a), stroke_color.a);
- }
+ /* premult alpha factor to remove double blend effects */
+ if (stroke_color.a > 0) {
+ stroke_color = vec4(vec3(stroke_color.rgb / stroke_color.a), stroke_color.a);
+ }
- /* apply color correction for render only */
- if (tonemapping == 1) {
- stroke_color.r = srgb_to_linearrgb(stroke_color.r);
- stroke_color.g = srgb_to_linearrgb(stroke_color.g);
- stroke_color.b = srgb_to_linearrgb(stroke_color.b);
- }
+ /* apply color correction for render only */
+ if (tonemapping == 1) {
+ stroke_color.r = srgb_to_linearrgb(stroke_color.r);
+ stroke_color.g = srgb_to_linearrgb(stroke_color.g);
+ stroke_color.b = srgb_to_linearrgb(stroke_color.b);
+ }
- FragColor = clamp(stroke_color, 0.0, 1.0);
- gl_FragDepth = clamp(stroke_depth, 0.0, 1.0);
+ FragColor = clamp(stroke_color, 0.0, 1.0);
+ gl_FragDepth = clamp(stroke_depth, 0.0, 1.0);
- if (do_select == 1) {
- if (stroke_color.a == 0) {
- if (check_borders(uv, 2)) {
- FragColor = select_color;
- gl_FragDepth = 0.000001;
- }
- }
- }
+ if (do_select == 1) {
+ if (stroke_color.a == 0) {
+ if (check_borders(uv, 2)) {
+ FragColor = select_color;
+ gl_FragDepth = 0.000001;
+ }
+ }
+ }
}