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>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/object_particle_prim_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/object_particle_prim_vert.glsl')
-rw-r--r--source/blender/draw/modes/shaders/object_particle_prim_vert.glsl60
1 files changed, 0 insertions, 60 deletions
diff --git a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl
deleted file mode 100644
index 46aceb245f4..00000000000
--- a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl
+++ /dev/null
@@ -1,60 +0,0 @@
-
-uniform bool screen_space;
-uniform float draw_size;
-uniform vec3 color;
-uniform sampler1D ramp;
-
-/* ---- Instantiated Attrs ---- */
-in vec3 inst_pos;
-in int axis;
-
-/* ---- Per instance Attrs ---- */
-in vec3 pos;
-in vec4 rot;
-in float val;
-
-flat out vec4 finalColor;
-
-vec3 rotate(vec3 vec, vec4 quat)
-{
- /* The quaternion representation here stores the w component in the first index */
- return vec + 2.0 * cross(quat.yzw, cross(quat.yzw, vec) + quat.x * vec);
-}
-
-void main()
-{
- if (screen_space) {
- gl_Position = ViewMatrix * (ModelMatrix * vec4(pos, 1.0));
- gl_Position.xyz += inst_pos * draw_size;
- gl_Position = ProjectionMatrix * gl_Position;
- }
- else {
- float size = draw_size;
-
- if (axis > -1) {
- size *= 2;
- }
-
- vec3 pos_rot = pos + rotate(inst_pos * size, rot);
- gl_Position = point_object_to_ndc(pos_rot);
- }
-
-#ifdef USE_AXIS
- if (axis == 0) {
- finalColor = vec4(1.0, 0.0, 0.0, 1.0);
- }
- else if (axis == 1) {
- finalColor = vec4(0.0, 1.0, 0.0, 1.0);
- }
- else {
- finalColor = vec4(0.0, 0.0, 1.0, 1.0);
- }
-#else
- if (val < 0.0) {
- finalColor = vec4(color, 1.0);
- }
- else {
- finalColor = vec4(texture(ramp, val).rgb, 1.0);
- }
-#endif
-}