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authorAntonioya <blendergit@gmail.com>2018-07-31 11:22:19 +0300
committerAntonioya <blendergit@gmail.com>2018-07-31 11:50:43 +0300
commit66da2f537ae80ce2b31d1eaf34ad8c03d858938d (patch)
tree4776b9d2e43e4280d01d6f0b7088e6d4f417db0f /source/blender/draw/engines/gpencil/shaders
parent27496cc46bbfd76e98ad3b1ccb8fea534763ffb5 (diff)
New Grease Pencil object for 2D animation
This commit merge the full development done in greasepencil-object branch and include mainly the following features. - New grease pencil object. - New drawing engine. - New grease pencil modes Draw/Sculpt/Edit and Weight Paint. - New brushes for grease pencil. - New modifiers for grease pencil. - New shaders FX. - New material system (replace old palettes and colors). - Split of annotations (old grease pencil) and new grease pencil object. - UI adapted to blender 2.8. You can get more info here: https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/ https://code.blender.org/2018/07/grease-pencil-status-update/ This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible. Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
Diffstat (limited to 'source/blender/draw/engines/gpencil/shaders')
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl60
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl86
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_flip_frag.glsl37
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl70
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_pixel_frag.glsl50
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl64
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl101
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl70
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl40
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_background_frag.glsl12
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_frag.glsl17
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_geom.glsl48
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_vert.glsl15
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl140
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_fill_vert.glsl14
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_paper_frag.glsl9
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl49
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_point_geom.glsl82
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_point_vert.glsl37
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_simple_mix_frag.glsl15
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl46
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl208
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_stroke_vert.glsl37
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl45
24 files changed, 1352 insertions, 0 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
new file mode 100644
index 00000000000..1d66ba3d4d4
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl
@@ -0,0 +1,60 @@
+uniform mat4 ProjectionMatrix;
+uniform mat4 ViewMatrix;
+
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+
+uniform int blur[2];
+
+uniform vec3 loc;
+uniform float pixsize; /* rv3d->pixsize */
+uniform float pixelsize; /* U.pixelsize */
+uniform float pixfactor;
+
+float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor);
+vec2 noffset = vec2(blur[0], blur[1]);
+
+out vec4 FragColor;
+
+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);
+
+ /* apply blurring, using a 9-tap filter with predefined gaussian weights */
+ /* depth */
+ float outdepth = 0;
+ outdepth += texelFetch(strokeDepth, ivec2(uv.x - 1.0 * dx, uv.y + 1.0 * dy), 0).r * 0.0947416;
+ outdepth += texelFetch(strokeDepth, ivec2(uv.x - 0.0 * dx, uv.y + 1.0 * dy), 0).r * 0.118318;
+ outdepth += texelFetch(strokeDepth, ivec2(uv.x + 1.0 * dx, uv.y + 1.0 * dy), 0).r * 0.0947416;
+ outdepth += texelFetch(strokeDepth, ivec2(uv.x - 1.0 * dx, uv.y + 0.0 * dy), 0).r * 0.118318;
+
+ outdepth += texelFetch(strokeDepth, ivec2(uv.x, uv.y), 0).r * 0.147761;
+
+ outdepth += texelFetch(strokeDepth, ivec2(uv.x + 1.0 * dx, uv.y + 0.0 * dy), 0).r * 0.118318;
+ outdepth += texelFetch(strokeDepth, ivec2(uv.x - 1.0 * dx, uv.y - 1.0 * dy), 0).r * 0.0947416;
+ outdepth += texelFetch(strokeDepth, ivec2(uv.x + 0.0 * dx, uv.y - 1.0 * dy), 0).r * 0.118318;
+ outdepth += texelFetch(strokeDepth, ivec2(uv.x + 1.0 * dx, uv.y - 1.0 * dy), 0).r * 0.0947416;
+
+ 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);
+}
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
new file mode 100644
index 00000000000..7d0ce4a804e
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl
@@ -0,0 +1,86 @@
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+
+uniform vec4 low_color;
+uniform vec4 high_color;
+uniform int mode;
+uniform float factor;
+
+out vec4 FragColor;
+
+#define MODE_GRAYSCALE 0
+#define MODE_SEPIA 1
+#define MODE_BITONE 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;
+}
+
+void main()
+{
+ 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;
+
+ /* 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_BITONE:
+ {
+ 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;
+}
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
new file mode 100644
index 00000000000..94fb3405c79
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_flip_frag.glsl
@@ -0,0 +1,37 @@
+out vec4 FragColor;
+
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+uniform vec2 wsize;
+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 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;
+ }
+
+ 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;
+}
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
new file mode 100644
index 00000000000..f3026c32fc8
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl
@@ -0,0 +1,70 @@
+uniform mat4 ProjectionMatrix;
+uniform mat4 ViewMatrix;
+
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+uniform vec2 Viewport;
+uniform vec4 loc;
+uniform float energy;
+uniform float ambient;
+
+uniform float pixsize; /* rv3d->pixsize */
+uniform float pixelsize; /* U.pixelsize */
+uniform float pixfactor;
+
+out vec4 FragColor;
+
+float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor);
+
+#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;
+
+ vec2 sc;
+ sc.x = ((ndc.x + 1.0) / 2.0) * Viewport.x;
+ sc.y = ((ndc.y + 1.0) / 2.0) * Viewport.y;
+
+ return sc;
+}
+
+void main()
+{
+ float stroke_depth;
+ vec4 objcolor;
+
+ 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);
+
+ /* 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 */
+
+ 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));
+
+ vec3 result = factor * max(ambient, 0.1) * vec3(objcolor);
+
+ 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
new file mode 100644
index 00000000000..d1a57a9a1b6
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_pixel_frag.glsl
@@ -0,0 +1,50 @@
+uniform mat4 ProjectionMatrix;
+uniform mat4 ViewMatrix;
+
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+
+uniform int size[3];
+uniform vec4 color;
+
+uniform vec3 loc;
+uniform float pixsize; /* rv3d->pixsize */
+uniform float pixelsize; /* U.pixelsize */
+uniform float pixfactor;
+
+out vec4 FragColor;
+
+int uselines = size[2];
+float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor);
+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;
+}
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
new file mode 100644
index 00000000000..fe35d3832e1
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl
@@ -0,0 +1,64 @@
+uniform mat4 ProjectionMatrix;
+uniform mat4 ViewMatrix;
+
+/* ******************************************************************* */
+/* create rim and mask */
+/* ******************************************************************* */
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+uniform vec2 Viewport;
+
+uniform int offset[2];
+uniform vec3 rim_color;
+uniform vec3 mask_color;
+
+uniform vec3 loc;
+uniform float pixsize; /* rv3d->pixsize */
+uniform float pixelsize; /* U.pixelsize */
+uniform float pixfactor;
+
+float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor);
+vec2 noffset = vec2(offset[0], offset[1]);
+
+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;
+}
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
new file mode 100644
index 00000000000..5e5edbd8325
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl
@@ -0,0 +1,101 @@
+/* ******************************************************************* */
+/* Resolve RIM pass and add blur if needed */
+/* ******************************************************************* */
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+uniform sampler2D strokeRim;
+
+uniform vec3 mask_color;
+uniform int mode;
+
+out vec4 FragColor;
+
+#define MODE_NORMAL 0
+#define MODE_OVERLAY 1
+#define MODE_ADD 2
+#define MODE_SUB 3
+#define MODE_MULTIPLY 4
+#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;
+}
+
+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;
+ }
+
+ /* 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);
+
+ return outcolor;
+}
+
+void main()
+{
+ 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);
+
+ 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);
+ }
+ }
+
+ gl_FragDepth = stroke_depth;
+ 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
new file mode 100644
index 00000000000..6ce64350b3d
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl
@@ -0,0 +1,70 @@
+uniform mat4 ProjectionMatrix;
+uniform mat4 ViewMatrix;
+
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+
+uniform vec2 Viewport;
+uniform vec3 loc;
+uniform int radius;
+uniform float angle;
+uniform int transparent;
+
+uniform float pixsize; /* rv3d->pixsize */
+uniform float pixelsize; /* U.pixelsize */
+uniform float pixfactor;
+
+out vec4 FragColor;
+
+float defaultpixsize = pixsize * pixelsize * (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;
+
+ vec2 sc;
+ sc.x = ((ndc.x + 1.0) / 2.0) * Viewport.x;
+ sc.y = ((ndc.y + 1.0) / 2.0) * Viewport.y;
+
+ 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;
+
+ 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);
+
+ 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);
+ }
+
+ 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
new file mode 100644
index 00000000000..882b2cf59f1
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl
@@ -0,0 +1,40 @@
+
+out vec4 FragColor;
+
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+
+uniform float amplitude;
+uniform float period;
+uniform float phase;
+uniform int orientation;
+uniform vec2 wsize;
+
+#define M_PI 3.1415926535897932384626433832795
+
+#define HORIZONTAL 0
+#define VERTICAL 1
+
+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;
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_background_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_background_frag.glsl
new file mode 100644
index 00000000000..cbd7a461dd3
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_background_frag.glsl
@@ -0,0 +1,12 @@
+out vec4 FragColor;
+
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+
+void main()
+{
+ ivec2 uv = ivec2(gl_FragCoord.xy);
+
+ gl_FragDepth = texelFetch(strokeDepth, uv, 0).r;
+ FragColor = texelFetch(strokeColor, uv, 0);
+}
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
new file mode 100644
index 00000000000..b3bd8e488f2
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_frag.glsl
@@ -0,0 +1,17 @@
+in vec4 mColor;
+in vec2 mTexCoord;
+out vec4 fragColor;
+
+void main()
+{
+ 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;
+ }
+
+ 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
new file mode 100644
index 00000000000..0d2da00db66
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_geom.glsl
@@ -0,0 +1,48 @@
+uniform mat4 ModelViewProjectionMatrix;
+uniform vec2 Viewport;
+
+layout(points) in;
+layout(triangle_strip, max_vertices = 4) out;
+
+in vec4 finalColor[1];
+in float finalThickness[1];
+
+out vec4 mColor;
+out vec2 mTexCoord;
+
+/* project 3d point to 2d on screen space */
+vec2 toScreenSpace(vec4 vertex)
+{
+ return vec2(vertex.xy / vertex.w) * Viewport;
+}
+
+void main(void)
+{
+ vec4 P0 = gl_in[0].gl_Position;
+ vec2 sp0 = toScreenSpace(P0);
+
+ 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();
+
+ 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, 0);
+ mColor = finalColor[0];
+ gl_Position = vec4(vec2(sp0.x + size, sp0.y - size) / Viewport, 0, 1.0);
+ EmitVertex();
+
+ 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
new file mode 100644
index 00000000000..77fdf58bea0
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_edit_point_vert.glsl
@@ -0,0 +1,15 @@
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+in vec4 color;
+in float size;
+
+out vec4 finalColor;
+out float finalThickness;
+
+void main()
+{
+ 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
new file mode 100644
index 00000000000..35f47d6c418
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
@@ -0,0 +1,140 @@
+uniform vec4 color2;
+uniform int fill_type;
+uniform float mix_factor;
+
+uniform float gradient_angle;
+uniform float gradient_radius;
+uniform float pattern_gridsize;
+uniform vec2 gradient_scale;
+uniform vec2 gradient_shift;
+
+uniform float texture_angle;
+uniform vec2 texture_scale;
+uniform vec2 texture_offset;
+uniform int texture_mix;
+uniform int texture_flip;
+uniform float texture_opacity;
+uniform int xraymode;
+
+uniform sampler2D myTexture;
+uniform int texture_clamp;
+
+/* keep this list synchronized with list in gpencil_draw_utils.c */
+#define SOLID 0
+#define GRADIENT 1
+#define RADIAL 2
+#define CHESS 3
+#define TEXTURE 4
+#define PATTERN 5
+
+#define GP_XRAY_FRONT 0
+#define GP_XRAY_3DSPACE 1
+#define GP_XRAY_BACK 2
+
+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)
+{
+ /* 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);
+ }
+ }
+}
+
+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;
+
+ /* 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;
+ }
+ /* texture */
+ if (fill_type == TEXTURE) {
+ fragColor = (texture_mix == 1) ? mix(text_color, finalColor, mix_factor) : text_color;
+ }
+ /* pattern */
+ if (fill_type == PATTERN) {
+ fragColor = finalColor;
+ fragColor.a = min(text_color.a, finalColor.a);
+ }
+ }
+
+ /* set zdepth */
+ if (xraymode == GP_XRAY_FRONT) {
+ gl_FragDepth = 0.0;
+ }
+ if (xraymode == GP_XRAY_3DSPACE) {
+ gl_FragDepth = gl_FragCoord.z;
+ }
+ if (xraymode == GP_XRAY_BACK) {
+ gl_FragDepth = 0.999999;
+ }
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_fill_vert.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_vert.glsl
new file mode 100644
index 00000000000..52da354a562
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_vert.glsl
@@ -0,0 +1,14 @@
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+in vec4 color;
+in vec2 texCoord;
+out vec4 finalColor;
+out vec2 texCoord_interp;
+
+void main(void)
+{
+ 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
new file mode 100644
index 00000000000..c2e3f787bec
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_paper_frag.glsl
@@ -0,0 +1,9 @@
+uniform vec3 color;
+uniform float opacity;
+
+out vec4 FragColor;
+
+void main()
+{
+ 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
new file mode 100644
index 00000000000..0d6d2b22a55
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl
@@ -0,0 +1,49 @@
+uniform int color_type;
+uniform int mode;
+uniform sampler2D myTexture;
+
+in vec4 mColor;
+in vec2 mTexCoord;
+out vec4 fragColor;
+
+#define texture2D texture
+
+#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_TEXTURE 1
+#define GPENCIL_COLOR_PATTERN 2
+
+void main()
+{
+ vec2 centered = mTexCoord - vec2(0.5);
+ float dist_squared = dot(centered, centered);
+ const float rad_squared = 0.25;
+
+ // round point with jaggy edges
+ if ((mode != GPENCIL_MODE_BOX) && (dist_squared > rad_squared))
+ discard;
+
+ vec4 tmp_color = texture2D(myTexture, mTexCoord);
+
+ /* 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);
+ }
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_point_geom.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_point_geom.glsl
new file mode 100644
index 00000000000..f092149430c
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_point_geom.glsl
@@ -0,0 +1,82 @@
+uniform mat4 ModelViewProjectionMatrix;
+uniform vec2 Viewport;
+uniform int xraymode;
+
+layout(points) in;
+layout(triangle_strip, max_vertices = 4) out;
+
+in vec4 finalColor[1];
+in float finalThickness[1];
+in vec2 finaluvdata[1];
+
+out vec4 mColor;
+out vec2 mTexCoord;
+
+#define GP_XRAY_FRONT 0
+#define GP_XRAY_3DSPACE 1
+#define GP_XRAY_BACK 2
+
+/* project 3d point to 2d on screen space */
+vec2 toScreenSpace(vec4 vertex)
+{
+ return vec2(vertex.xy / vertex.w) * Viewport;
+}
+
+/* get zdepth value */
+float getZdepth(vec4 point)
+{
+ if (xraymode == GP_XRAY_FRONT) {
+ return 0.0;
+ }
+ if (xraymode == GP_XRAY_3DSPACE) {
+ return (point.z / point.w);
+ }
+ if (xraymode == GP_XRAY_BACK) {
+ return 0.999999;
+ }
+
+ /* in front by default */
+ return 0.0;
+}
+
+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);
+}
+
+void main(void)
+{
+ /* receive 4 points */
+ vec4 P0 = gl_in[0].gl_Position;
+ vec2 sp0 = toScreenSpace(P0);
+
+ float size = finalThickness[0];
+ float aspect = 1.0;
+ /* generate the triangle strip */
+ mTexCoord = rotateUV(vec2(0, 1), finaluvdata[0].y);
+ mColor = finalColor[0];
+ gl_Position = vec4(vec2(sp0.x - size, sp0.y + size * aspect) / Viewport, getZdepth(P0), 1.0);
+ EmitVertex();
+
+ mTexCoord = rotateUV(vec2(0, 0), finaluvdata[0].y);
+ mColor = finalColor[0];
+ gl_Position = vec4(vec2(sp0.x - size, sp0.y - size * aspect) / Viewport, getZdepth(P0), 1.0);
+ EmitVertex();
+
+ mTexCoord = rotateUV(vec2(1, 1), finaluvdata[0].y);
+ mColor = finalColor[0];
+ gl_Position = vec4(vec2(sp0.x + size, sp0.y + size * aspect) / Viewport, getZdepth(P0), 1.0);
+ EmitVertex();
+
+ mTexCoord = rotateUV(vec2(1, 0), finaluvdata[0].y);
+ mColor = finalColor[0];
+ gl_Position = vec4(vec2(sp0.x + size, sp0.y - size * aspect) / 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
new file mode 100644
index 00000000000..5e89bf8e5ce
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_point_vert.glsl
@@ -0,0 +1,37 @@
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 ProjectionMatrix;
+
+uniform float pixsize; /* rv3d->pixsize */
+uniform float pixelsize; /* U.pixelsize */
+uniform int keep_size;
+uniform float objscale;
+uniform float pixfactor;
+
+in vec3 pos;
+in vec4 color;
+in float thickness;
+in vec2 uvdata;
+
+out vec4 finalColor;
+out float finalThickness;
+out vec2 finaluvdata;
+
+#define TRUE 1
+
+float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor);
+
+void main()
+{
+ 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, 4.0); /* minimum 4 pixels */
+ }
+
+ 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
new file mode 100644
index 00000000000..dd54e38c3d0
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_simple_mix_frag.glsl
@@ -0,0 +1,15 @@
+in vec4 uvcoordsvar;
+
+out vec4 FragColor;
+
+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;
+
+ 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
new file mode 100644
index 00000000000..d57921c1629
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl
@@ -0,0 +1,46 @@
+uniform int color_type;
+uniform sampler2D myTexture;
+
+in vec4 mColor;
+in vec2 mTexCoord;
+in float uvfac;
+
+out vec4 fragColor;
+
+#define texture2D texture
+
+/* keep this list synchronized with list in gpencil_engine.h */
+#define GPENCIL_COLOR_SOLID 0
+#define GPENCIL_COLOR_TEXTURE 1
+#define GPENCIL_COLOR_PATTERN 2
+
+void main()
+{
+ vec4 tColor = vec4(mColor);
+ /* if alpha < 0, then encap (only solid mode ) */
+ if ((mColor.a < 0) && (color_type == GPENCIL_COLOR_SOLID)) {
+ vec2 center = vec2(uvfac, 1.0);
+ tColor.a = tColor.a * -1.0;
+ 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 = texture2D(myTexture, mTexCoord);
+ /* mult both alpha factor to use strength factor */
+ fragColor.a = min(fragColor.a * tColor.a, fragColor.a);
+ }
+ /* pattern */
+ if (color_type == GPENCIL_COLOR_PATTERN) {
+ vec4 text_color = texture2D(myTexture, mTexCoord);
+ fragColor = tColor;
+ /* mult both alpha factor to use strength factor with color alpha limit */
+ fragColor.a = min(text_color.a * tColor.a, tColor.a);
+ }
+}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
new file mode 100644
index 00000000000..0bcfe8cddb7
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
@@ -0,0 +1,208 @@
+uniform mat4 ModelViewProjectionMatrix;
+uniform vec2 Viewport;
+uniform int xraymode;
+uniform int color_type;
+
+layout(lines_adjacency) in;
+layout(triangle_strip, max_vertices = 13) out;
+
+in vec4 finalColor[4];
+in float finalThickness[4];
+in vec2 finaluvdata[4];
+
+out vec4 mColor;
+out vec2 mTexCoord;
+out float uvfac;
+
+#define GP_XRAY_FRONT 0
+#define GP_XRAY_3DSPACE 1
+#define GP_XRAY_BACK 2
+
+/* keep this list synchronized with list in gpencil_engine.h */
+#define GPENCIL_COLOR_SOLID 0
+#define GPENCIL_COLOR_TEXTURE 1
+#define GPENCIL_COLOR_PATTERN 2
+
+/* project 3d point to 2d on screen space */
+vec2 toScreenSpace(vec4 vertex)
+{
+ return vec2(vertex.xy / vertex.w) * Viewport;
+}
+
+/* get zdepth value */
+float getZdepth(vec4 point)
+{
+ if (xraymode == GP_XRAY_FRONT) {
+ return 0.0;
+ }
+ if (xraymode == GP_XRAY_3DSPACE) {
+ return (point.z / point.w);
+ }
+ if (xraymode == GP_XRAY_BACK) {
+ return 0.999999;
+ }
+
+ /* in front by default */
+ return 0.0;
+}
+void main(void)
+{
+ float MiterLimit = 0.75;
+ uvfac = 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;
+
+ /* 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 (alpha < 0 used as endcap flag)*/
+ if ((P0 == P2) && (color_type == GPENCIL_COLOR_SOLID)){
+ mTexCoord = vec2(2, 1);
+ mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0) ;
+ vec2 svn1 = normalize(sp1 - sp2) * length_a * 4.0;
+ gl_Position = vec4((sp1 + svn1) / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(0, 0);
+ mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0) ;
+ gl_Position = vec4((sp1 - (length_a * 2.0) * miter_a) / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(0, 2);
+ mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0) ;
+ gl_Position = vec4((sp1 + (length_a * 2.0) * miter_a) / Viewport, getZdepth(P1), 1.0);
+ EmitVertex();
+ }
+
+ /* generate the triangle strip */
+ mTexCoord = (color_type == GPENCIL_COLOR_SOLID) ? vec2(0, 0) : vec2(finaluvdata[1].x, 0);
+ 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, 1);
+ 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, 0);
+ 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, 1);
+ mColor = finalColor[2];
+ gl_Position = vec4((sp2 - length_b * miter_b) / Viewport, getZdepth(P2), 1.0);
+ EmitVertex();
+
+ /* generate the end endcap (alpha < 0 used as endcap flag)*/
+ if ((P1 == P3) && (color_type == GPENCIL_COLOR_SOLID)){
+ mTexCoord = vec2(finaluvdata[2].x, 2);
+ mColor = vec4(finalColor[2].rgb, finalColor[2].a * -1.0) ;
+ uvfac = finaluvdata[2].x;
+ gl_Position = vec4((sp2 + (length_b * 2.0) * miter_b) / Viewport, getZdepth(P2), 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(finaluvdata[2].x, 0);
+ mColor = vec4(finalColor[2].rgb, finalColor[2].a * -1.0) ;
+ uvfac = finaluvdata[2].x;
+ gl_Position = vec4((sp2 - (length_b * 2.0) * miter_b) / Viewport, getZdepth(P2), 1.0);
+ EmitVertex();
+
+ mTexCoord = vec2(finaluvdata[2].x + 2, 1);
+ mColor = vec4(finalColor[2].rgb, finalColor[2].a * -1.0) ;
+ uvfac = finaluvdata[2].x;
+ 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
new file mode 100644
index 00000000000..2f9a105e911
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_vert.glsl
@@ -0,0 +1,37 @@
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 ProjectionMatrix;
+
+uniform float pixsize; /* rv3d->pixsize */
+uniform float pixelsize; /* U.pixelsize */
+uniform int keep_size;
+uniform float objscale;
+uniform float pixfactor;
+
+in vec3 pos;
+in vec4 color;
+in float thickness;
+in vec2 uvdata;
+
+out vec4 finalColor;
+out float finalThickness;
+out vec2 finaluvdata;
+
+#define TRUE 1
+
+float defaultpixsize = pixsize * pixelsize * (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);
+ }
+
+ 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
new file mode 100644
index 00000000000..0983e6c4d87
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl
@@ -0,0 +1,45 @@
+in vec4 uvcoordsvar;
+
+out vec4 FragColor;
+
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+uniform int tonemapping;
+
+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);
+}
+
+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;
+}
+
+void main()
+{
+ 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);
+ }
+
+ /* 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 = stroke_color;
+ gl_FragDepth = stroke_depth;
+}