diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/draw/modes/shaders/paint_weight_frag.glsl | |
parent | b3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff) |
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/draw/modes/shaders/paint_weight_frag.glsl')
-rw-r--r-- | source/blender/draw/modes/shaders/paint_weight_frag.glsl | 128 |
1 files changed, 64 insertions, 64 deletions
diff --git a/source/blender/draw/modes/shaders/paint_weight_frag.glsl b/source/blender/draw/modes/shaders/paint_weight_frag.glsl index 7460eabedbe..8b0e03ac31c 100644 --- a/source/blender/draw/modes/shaders/paint_weight_frag.glsl +++ b/source/blender/draw/modes/shaders/paint_weight_frag.glsl @@ -10,91 +10,91 @@ uniform bool drawContours = false; float contours(float value, float steps, float width_px, float max_rel_width, float gradient) { - /* Minimum visible and minimum full strength line width in screen space for fade out. */ - const float min_width_px = 1.3, fade_width_px = 2.3; - /* Line is thinner towards the increase in the weight gradient by this factor. */ - const float hi_bias = 2.0; + /* Minimum visible and minimum full strength line width in screen space for fade out. */ + const float min_width_px = 1.3, fade_width_px = 2.3; + /* Line is thinner towards the increase in the weight gradient by this factor. */ + const float hi_bias = 2.0; - /* Don't draw lines at 0 or 1. */ - float rel_value = value * steps; + /* Don't draw lines at 0 or 1. */ + float rel_value = value * steps; - if (rel_value < 0.5 || rel_value > steps - 0.5) { - return 0.0; - } + if (rel_value < 0.5 || rel_value > steps - 0.5) { + return 0.0; + } - /* Check if completely invisible due to fade out. */ - float rel_gradient = gradient * steps; - float rel_min_width = min_width_px * rel_gradient; + /* Check if completely invisible due to fade out. */ + float rel_gradient = gradient * steps; + float rel_min_width = min_width_px * rel_gradient; - if (max_rel_width <= rel_min_width) { - return 0.0; - } + if (max_rel_width <= rel_min_width) { + return 0.0; + } - /* Main shape of the line, accounting for width bias and maximum weight space width. */ - float rel_width = width_px * rel_gradient; + /* Main shape of the line, accounting for width bias and maximum weight space width. */ + float rel_width = width_px * rel_gradient; - float offset = fract(rel_value + 0.5) - 0.5; + float offset = fract(rel_value + 0.5) - 0.5; - float base_alpha = 1.0 - max(offset * hi_bias, -offset) / min(max_rel_width, rel_width); + float base_alpha = 1.0 - max(offset * hi_bias, -offset) / min(max_rel_width, rel_width); - /* Line fadeout when too thin in screen space. */ - float rel_fade_width = fade_width_px * rel_gradient; + /* Line fadeout when too thin in screen space. */ + float rel_fade_width = fade_width_px * rel_gradient; - float fade_alpha = (max_rel_width - rel_min_width) / (rel_fade_width - rel_min_width); + float fade_alpha = (max_rel_width - rel_min_width) / (rel_fade_width - rel_min_width); - return clamp(base_alpha, 0.0, 1.0) * clamp(fade_alpha, 0.0, 1.0); + return clamp(base_alpha, 0.0, 1.0) * clamp(fade_alpha, 0.0, 1.0); } vec4 contour_grid(float weight, float weight_gradient) { - /* Fade away when the gradient is too low to avoid big fills and noise. */ - float flt_eps = max(1e-8, 1e-6 * weight); + /* Fade away when the gradient is too low to avoid big fills and noise. */ + float flt_eps = max(1e-8, 1e-6 * weight); - if (weight_gradient <= flt_eps) { - return vec4(0.0); - } + if (weight_gradient <= flt_eps) { + return vec4(0.0); + } - /* Three levels of grid lines */ - float grid10 = contours(weight, 10.0, 5.0, 0.3, weight_gradient); - float grid100 = contours(weight, 100.0, 3.5, 0.35, weight_gradient) * 0.6; - float grid1000 = contours(weight, 1000.0, 2.5, 0.4, weight_gradient) * 0.25; + /* Three levels of grid lines */ + float grid10 = contours(weight, 10.0, 5.0, 0.3, weight_gradient); + float grid100 = contours(weight, 100.0, 3.5, 0.35, weight_gradient) * 0.6; + float grid1000 = contours(weight, 1000.0, 2.5, 0.4, weight_gradient) * 0.25; - /* White lines for 0.1 and 0.01, and black for 0.001 */ - vec4 grid = vec4(1.0) * max(grid10, grid100); + /* White lines for 0.1 and 0.01, and black for 0.001 */ + vec4 grid = vec4(1.0) * max(grid10, grid100); - grid.a = max(grid.a, grid1000); + grid.a = max(grid.a, grid1000); - return grid * clamp((weight_gradient - flt_eps) / flt_eps, 0.0, 1.0); + return grid * clamp((weight_gradient - flt_eps) / flt_eps, 0.0, 1.0); } void main() { - float alert = weight_interp.y; - vec4 color; - - /* Missing vertex group alert color. Uniform in practice. */ - if (alert > 1.1) { - color = colorVertexMissingData; - } - /* Weights are available */ - else { - float weight = weight_interp.x; - vec4 weight_color = texture(colorramp, weight, 0); - - /* Contour display */ - if (drawContours) { - /* This must be executed uniformly for all fragments */ - float weight_gradient = length(vec2(dFdx(weight), dFdy(weight))); - - vec4 grid = contour_grid(weight, weight_gradient); - - weight_color = grid + weight_color * (1 - grid.a); - } - - /* Zero weight alert color. Nonlinear blend to reduce impact. */ - color = mix(weight_color, colorVertexUnreferenced, alert * alert); - } - - /* mix with 1.0 -> is like opacity when using multiply blend mode */ - fragColor = vec4(mix(vec3(1.0), color.rgb, opacity), 1.0); + float alert = weight_interp.y; + vec4 color; + + /* Missing vertex group alert color. Uniform in practice. */ + if (alert > 1.1) { + color = colorVertexMissingData; + } + /* Weights are available */ + else { + float weight = weight_interp.x; + vec4 weight_color = texture(colorramp, weight, 0); + + /* Contour display */ + if (drawContours) { + /* This must be executed uniformly for all fragments */ + float weight_gradient = length(vec2(dFdx(weight), dFdy(weight))); + + vec4 grid = contour_grid(weight, weight_gradient); + + weight_color = grid + weight_color * (1 - grid.a); + } + + /* Zero weight alert color. Nonlinear blend to reduce impact. */ + color = mix(weight_color, colorVertexUnreferenced, alert * alert); + } + + /* mix with 1.0 -> is like opacity when using multiply blend mode */ + fragColor = vec4(mix(vec3(1.0), color.rgb, opacity), 1.0); } |