diff options
author | Jeroen Bakker <jeroen@blender.org> | 2022-01-28 17:00:26 +0300 |
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committer | Jeroen Bakker <jeroen@blender.org> | 2022-01-28 17:03:45 +0300 |
commit | 75e61e5a6dc70107eaf784a369f225ca062fdcd5 (patch) | |
tree | 7a18887c86233f25cb7fc40a0f65635dd91f9257 /source/blender/draw/engines/image/shaders/image_engine_frag.glsl | |
parent | 430f71fce289e876602178330ac725c46c043abf (diff) |
Image Engine: Use GPUShaderCreateInfo.
Ported the image engine shaders to use the GPUShaderCreateInfo struct.
No functional changes.
Diffstat (limited to 'source/blender/draw/engines/image/shaders/image_engine_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/image/shaders/image_engine_frag.glsl | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/source/blender/draw/engines/image/shaders/image_engine_frag.glsl b/source/blender/draw/engines/image/shaders/image_engine_frag.glsl new file mode 100644 index 00000000000..bcdc8445b26 --- /dev/null +++ b/source/blender/draw/engines/image/shaders/image_engine_frag.glsl @@ -0,0 +1,45 @@ +#pragma BLENDER_REQUIRE(common_colormanagement_lib.glsl) + +/* Keep in sync with image_engine.c */ +#define IMAGE_DRAW_FLAG_SHOW_ALPHA (1 << 0) +#define IMAGE_DRAW_FLAG_APPLY_ALPHA (1 << 1) +#define IMAGE_DRAW_FLAG_SHUFFLING (1 << 2) +#define IMAGE_DRAW_FLAG_DEPTH (1 << 3) + +#define Z_DEPTH_BORDER 1.0 +#define Z_DEPTH_IMAGE 0.75 + +#define FAR_DISTANCE farNearDistances.x +#define NEAR_DISTANCE farNearDistances.y + +bool is_border(vec2 uv) +{ + return (uv.x < 0.0 || uv.y < 0.0 || uv.x > maxUv.x || uv.y > maxUv.y); +} + +void main() +{ + ivec2 uvs_clamped = ivec2(uv_screen); + vec4 tex_color = texelFetch(imageTexture, uvs_clamped, 0); + + bool border = is_border(uv_image); + if (!border) { + if ((drawFlags & IMAGE_DRAW_FLAG_APPLY_ALPHA) != 0) { + if (!imgPremultiplied) { + tex_color.rgb *= tex_color.a; + } + } + if ((drawFlags & IMAGE_DRAW_FLAG_DEPTH) != 0) { + tex_color = smoothstep(FAR_DISTANCE, NEAR_DISTANCE, tex_color); + } + + if ((drawFlags & IMAGE_DRAW_FLAG_SHUFFLING) != 0) { + tex_color = col * dot(tex_color, shuffle); + } + if ((drawFlags & IMAGE_DRAW_FLAG_SHOW_ALPHA) == 0) { + tex_color.a = 1.0; + } + } + fragColor = tex_color; + gl_FragDepth = border ? Z_DEPTH_BORDER : Z_DEPTH_IMAGE; +} |