Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2022-01-26 14:46:37 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-01-26 14:46:37 +0300
commit5b299e5999e2b59e30edd4e770f64aa700e482d6 (patch)
tree17052358b339e20c44ca942e62b735ef63b23f88 /source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
parent9bce134e56c28045aee37080f5c5b6622a07927b (diff)
D13910: Workbench: Port shaders to use GPUShaderCreateInfo
Also adds a few things to GPUShader for easily create shaders. Heavy usage of macros to compose the createInfo and avoid duplications and copy paste bugs. This makes the link between the shader request functions (in workbench_shader.cc) and the actual createInfo a bit obscure since the names are composed and not searchable. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D13910
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl32
1 files changed, 0 insertions, 32 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
index 48102b4dcca..076f6e80104 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
@@ -1,40 +1,8 @@
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
-#pragma BLENDER_REQUIRE(gpu_shader_common_obinfos_lib.glsl)
-#pragma BLENDER_REQUIRE(workbench_data_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)
-uniform sampler2D depthBuffer;
-
-uniform sampler3D densityTexture;
-uniform sampler3D shadowTexture;
-uniform sampler3D flameTexture;
-uniform usampler3D flagTexture;
-uniform sampler1D flameColorTexture;
-uniform sampler1D transferTexture;
-uniform mat4 volumeObjectToTexture;
-
-uniform int samplesLen = 256;
-uniform float noiseOfs = 0.0;
-uniform float stepLength; /* Step length in local space. */
-uniform float densityScale; /* Simple Opacity multiplicator. */
-uniform float gridScale; /* Multiplicator for grid scaling. */
-uniform vec3 activeColor;
-
-uniform float slicePosition;
-uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */
-
-uniform bool showPhi = false;
-uniform bool showFlags = false;
-uniform bool showPressure = false;
-
-#ifdef VOLUME_SLICE
-in vec3 localPos;
-#endif
-
-out vec4 fragColor;
-
float phase_function_isotropic()
{
return 1.0 / (4.0 * M_PI);