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authorClément Foucault <foucault.clem@gmail.com>2022-05-01 00:56:31 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-05-01 00:56:31 +0300
commit12217714c717d8ffdd36f7b9e7d6b35fb8a1f33d (patch)
treee00a069afad208ae7d79dbbf59d8094682ddff54 /source/blender/draw/engines/overlay/shaders
parent86b37748a7e9d685c56fc47c7aa96fdf7947d75e (diff)
Overlay: Port depth only & uniform_color shaders to use shaderCreateInfo
This should have no functional changes.
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders')
-rw-r--r--source/blender/draw/engines/overlay/shaders/depth_only_vert.glsl7
-rw-r--r--source/blender/draw/engines/overlay/shaders/infos/edit_mode_info.hh40
2 files changed, 43 insertions, 4 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/depth_only_vert.glsl b/source/blender/draw/engines/overlay/shaders/depth_only_vert.glsl
index 7a3af0f3b61..d403890f44e 100644
--- a/source/blender/draw/engines/overlay/shaders/depth_only_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/depth_only_vert.glsl
@@ -1,5 +1,6 @@
-in vec3 pos;
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
@@ -8,7 +9,5 @@ void main()
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
+ view_clipping_distances(world_pos);
}
diff --git a/source/blender/draw/engines/overlay/shaders/infos/edit_mode_info.hh b/source/blender/draw/engines/overlay/shaders/infos/edit_mode_info.hh
index 16d5e03b59a..0ef8331da95 100644
--- a/source/blender/draw/engines/overlay/shaders/infos/edit_mode_info.hh
+++ b/source/blender/draw/engines/overlay/shaders/infos/edit_mode_info.hh
@@ -466,3 +466,43 @@ GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_guide_point_clipped)
.additional_info("overlay_edit_gpencil_guide_point", "drw_clipped");
/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Depth Only Shader
+ *
+ * Used to occlude edit geometry which might not be rendered by the render engine.
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(overlay_depth_only)
+ .do_static_compilation(true)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_source("depth_only_vert.glsl")
+ .fragment_source("gpu_shader_depth_only_frag.glsl")
+ .additional_info("draw_mesh");
+
+GPU_SHADER_CREATE_INFO(overlay_depth_only_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_depth_only", "drw_clipped");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Uniform color
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(overlay_uniform_color)
+ .do_static_compilation(true)
+ /* NOTE: Color already in Linear space. Which is what we want. */
+ .define("srgbTarget", "false")
+ .vertex_in(0, Type::VEC3, "pos")
+ .push_constant(Type::VEC4, "color")
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .vertex_source("depth_only_vert.glsl")
+ .fragment_source("gpu_shader_uniform_color_frag.glsl")
+ .additional_info("draw_mesh");
+
+GPU_SHADER_CREATE_INFO(overlay_uniform_color_clipped)
+ .do_static_compilation(true)
+ .additional_info("overlay_depth_only", "drw_clipped");
+
+/** \} */