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authorClément Foucault <foucault.clem@gmail.com>2019-12-02 03:40:58 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-12-02 15:15:52 +0300
commit9516921c05bd9fee5c94942eb8e38f47ba7e4351 (patch)
treeda007fc17bc6a02f849dae2e8f76f5ab304fe4dc /source/blender/draw/modes/shaders/edit_normals_vert.glsl
parent1f6c3699a836d485ed37f443cd0fcd19e978dbb6 (diff)
Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
Diffstat (limited to 'source/blender/draw/modes/shaders/edit_normals_vert.glsl')
-rw-r--r--source/blender/draw/modes/shaders/edit_normals_vert.glsl36
1 files changed, 0 insertions, 36 deletions
diff --git a/source/blender/draw/modes/shaders/edit_normals_vert.glsl b/source/blender/draw/modes/shaders/edit_normals_vert.glsl
deleted file mode 100644
index 384d13923f6..00000000000
--- a/source/blender/draw/modes/shaders/edit_normals_vert.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-
-uniform float normalSize;
-
-in vec3 pos;
-
-#ifdef LOOP_NORMALS
-in vec3 lnor;
-# define nor lnor
-
-#elif defined(FACE_NORMALS)
-in vec4 norAndFlag;
-# define nor norAndFlag.xyz
-#else
-
-in vec3 vnor;
-# define nor vnor
-#endif
-
-flat out vec4 v1;
-flat out vec4 v2;
-
-void main()
-{
- GPU_INTEL_VERTEX_SHADER_WORKAROUND
-
- vec3 n = normalize(normal_object_to_world(nor));
-
- vec3 world_pos = point_object_to_world(pos);
-
- v1 = point_world_to_ndc(world_pos);
- v2 = point_world_to_ndc(world_pos + n * normalSize);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}