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authorLuca Rood <dev@lucarood.com>2017-05-23 19:13:41 +0300
committerLuca Rood <dev@lucarood.com>2017-05-23 19:39:22 +0300
commiteef92770a101951e557ca4d43ad8908bbb1912cd (patch)
tree31e5d4d62e8dad01391b55ee0835c878ed35945d /source/blender/draw/modes/shaders/object_particle_prim_vert.glsl
parente1c4908771a6090ba2ba9d74d95965ee93779b11 (diff)
Optimize particle primitive shader
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.glsl20
1 files changed, 16 insertions, 4 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
index 7b328c73de3..55b183b6933 100644
--- a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl
@@ -6,6 +6,8 @@ uniform mat4 ProjectionMatrix;
uniform int screen_space;
uniform float pixel_size;
uniform int draw_size;
+uniform vec3 color;
+uniform sampler1D ramp;
in vec3 pos;
in vec4 rot;
@@ -13,8 +15,7 @@ in float val;
in vec3 inst_pos;
in int axis;
-flat out int finalAxis;
-flat out float finalVal;
+flat out vec4 finalColor;
vec3 rotate(vec3 vec, vec4 quat)
{
@@ -47,6 +48,17 @@ void main()
gl_Position = ModelViewProjectionMatrix * vec4(pos + rotate(inst_pos * pix_size * size, rot), 1.0);
}
- finalAxis = axis;
- finalVal = val;
+#ifdef USE_AXIS
+ finalColor.rgb = vec3(0.0);
+ finalColor[axis] = 1.0;
+#else
+ if (val < 0.0) {
+ finalColor.rgb = color;
+ }
+ else {
+ finalColor.rgb = texture(ramp, val).rgb;
+ }
+#endif
+
+ finalColor.a = 1.0;
}