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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
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')
-rw-r--r--source/blender/draw/modes/shaders/animviz_mpath_lines_geom.glsl42
-rw-r--r--source/blender/draw/modes/shaders/animviz_mpath_lines_vert.glsl95
-rw-r--r--source/blender/draw/modes/shaders/animviz_mpath_points_vert.glsl52
-rw-r--r--source/blender/draw/modes/shaders/armature_axes_vert.glsl35
-rw-r--r--source/blender/draw/modes/shaders/armature_dof_vert.glsl30
-rw-r--r--source/blender/draw/modes/shaders/armature_envelope_distance_frag.glsl15
-rw-r--r--source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl171
-rw-r--r--source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl18
-rw-r--r--source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl59
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl117
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl47
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl11
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl36
-rw-r--r--source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl107
-rw-r--r--source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl80
-rw-r--r--source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl88
-rw-r--r--source/blender/draw/modes/shaders/armature_stick_frag.glsl13
-rw-r--r--source/blender/draw/modes/shaders/armature_stick_vert.glsl97
-rw-r--r--source/blender/draw/modes/shaders/common_colormanagement_lib.glsl30
-rw-r--r--source/blender/draw/modes/shaders/common_fullscreen_vert.glsl11
-rw-r--r--source/blender/draw/modes/shaders/common_fxaa_lib.glsl884
-rw-r--r--source/blender/draw/modes/shaders/common_globals_lib.glsl98
-rw-r--r--source/blender/draw/modes/shaders/common_hair_lib.glsl206
-rw-r--r--source/blender/draw/modes/shaders/common_hair_refine_vert.glsl71
-rw-r--r--source/blender/draw/modes/shaders/common_view_lib.glsl137
-rw-r--r--source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl115
-rw-r--r--source/blender/draw/modes/shaders/edit_curve_overlay_handle_vert.glsl19
-rw-r--r--source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl32
-rw-r--r--source/blender/draw/modes/shaders/edit_curve_overlay_normals_vert.glsl28
-rw-r--r--source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl19
-rw-r--r--source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl44
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl76
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl7
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl23
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl36
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl91
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_ghost_clear_vert.glsl7
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_mesh_analysis_frag.glsl8
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_mesh_analysis_vert.glsl35
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_mix_frag.glsl22
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl79
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_skin_root_vert.glsl30
-rw-r--r--source/blender/draw/modes/shaders/edit_normals_geom.glsl18
-rw-r--r--source/blender/draw/modes/shaders/edit_normals_vert.glsl36
-rw-r--r--source/blender/draw/modes/shaders/object_camera_image_frag.glsl25
-rw-r--r--source/blender/draw/modes/shaders/object_camera_image_vert.glsl18
-rw-r--r--source/blender/draw/modes/shaders/object_color_axes_vert.glsl35
-rw-r--r--source/blender/draw/modes/shaders/object_empty_axes_vert.glsl35
-rw-r--r--source/blender/draw/modes/shaders/object_empty_image_frag.glsl53
-rw-r--r--source/blender/draw/modes/shaders/object_empty_image_vert.glsl36
-rw-r--r--source/blender/draw/modes/shaders/object_grid_frag.glsl249
-rw-r--r--source/blender/draw/modes/shaders/object_grid_vert.glsl52
-rw-r--r--source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl31
-rw-r--r--source/blender/draw/modes/shaders/object_loose_points_frag.glsl19
-rw-r--r--source/blender/draw/modes/shaders/object_mball_handles_vert.glsl36
-rw-r--r--source/blender/draw/modes/shaders/object_outline_detect_frag.glsl87
-rw-r--r--source/blender/draw/modes/shaders/object_outline_expand_frag.glsl51
-rw-r--r--source/blender/draw/modes/shaders/object_outline_prepass_frag.glsl18
-rw-r--r--source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl54
-rw-r--r--source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl29
-rw-r--r--source/blender/draw/modes/shaders/object_outline_resolve_frag.glsl21
-rw-r--r--source/blender/draw/modes/shaders/object_particle_dot_frag.glsl53
-rw-r--r--source/blender/draw/modes/shaders/object_particle_dot_vert.glsl36
-rw-r--r--source/blender/draw/modes/shaders/object_particle_prim_vert.glsl60
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl9
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_orientation_vert.glsl12
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl23
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl60
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl42
-rw-r--r--source/blender/draw/modes/shaders/paint_face_selection_vert.glsl19
-rw-r--r--source/blender/draw/modes/shaders/paint_face_vert.glsl11
-rw-r--r--source/blender/draw/modes/shaders/paint_texture_frag.glsl25
-rw-r--r--source/blender/draw/modes/shaders/paint_texture_vert.glsl17
-rw-r--r--source/blender/draw/modes/shaders/paint_vert_frag.glsl17
-rw-r--r--source/blender/draw/modes/shaders/paint_vertex_frag.glsl24
-rw-r--r--source/blender/draw/modes/shaders/paint_vertex_vert.glsl25
-rw-r--r--source/blender/draw/modes/shaders/paint_weight_frag.glsl105
-rw-r--r--source/blender/draw/modes/shaders/paint_weight_vert.glsl18
-rw-r--r--source/blender/draw/modes/shaders/paint_wire_frag.glsl8
-rw-r--r--source/blender/draw/modes/shaders/paint_wire_vert.glsl54
-rw-r--r--source/blender/draw/modes/shaders/particle_strand_frag.glsl22
-rw-r--r--source/blender/draw/modes/shaders/particle_strand_vert.glsl71
-rw-r--r--source/blender/draw/modes/shaders/pose_selection_vert.glsl12
-rw-r--r--source/blender/draw/modes/shaders/sculpt_mask_vert.glsl16
-rw-r--r--source/blender/draw/modes/shaders/volume_velocity_vert.glsl117
85 files changed, 0 insertions, 4980 deletions
diff --git a/source/blender/draw/modes/shaders/animviz_mpath_lines_geom.glsl b/source/blender/draw/modes/shaders/animviz_mpath_lines_geom.glsl
deleted file mode 100644
index b81f9f639ca..00000000000
--- a/source/blender/draw/modes/shaders/animviz_mpath_lines_geom.glsl
+++ /dev/null
@@ -1,42 +0,0 @@
-
-layout(lines) in;
-layout(triangle_strip, max_vertices = 4) out;
-
-uniform mat4 ProjectionMatrix;
-uniform vec2 viewportSize;
-uniform int lineThickness = 2;
-
-in vec4 finalColor_geom[];
-in vec2 ssPos[];
-
-out vec4 finalColor;
-
-vec2 compute_dir(vec2 v0, vec2 v1)
-{
- vec2 dir = normalize(v1 - v0 + 1e-8);
- dir = vec2(-dir.y, dir.x);
- return dir;
-}
-
-void main(void)
-{
- vec2 t;
- vec2 edge_dir = compute_dir(ssPos[0], ssPos[1]) / viewportSize;
-
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
-
- finalColor = finalColor_geom[0];
- t = edge_dir * (float(lineThickness) * (is_persp ? gl_in[0].gl_Position.w : 1.0));
- gl_Position = gl_in[0].gl_Position + vec4(t, 0.0, 0.0);
- EmitVertex();
- gl_Position = gl_in[0].gl_Position - vec4(t, 0.0, 0.0);
- EmitVertex();
-
- finalColor = finalColor_geom[1];
- t = edge_dir * (float(lineThickness) * (is_persp ? gl_in[1].gl_Position.w : 1.0));
- gl_Position = gl_in[1].gl_Position + vec4(t, 0.0, 0.0);
- EmitVertex();
- gl_Position = gl_in[1].gl_Position - vec4(t, 0.0, 0.0);
- EmitVertex();
- EndPrimitive();
-}
diff --git a/source/blender/draw/modes/shaders/animviz_mpath_lines_vert.glsl b/source/blender/draw/modes/shaders/animviz_mpath_lines_vert.glsl
deleted file mode 100644
index b4d8abfe180..00000000000
--- a/source/blender/draw/modes/shaders/animviz_mpath_lines_vert.glsl
+++ /dev/null
@@ -1,95 +0,0 @@
-
-uniform mat4 ViewMatrix;
-uniform mat4 ViewProjectionMatrix;
-uniform vec2 viewportSize;
-
-uniform int frameCurrent;
-uniform int frameStart;
-uniform int frameEnd;
-uniform int cacheStart;
-uniform bool selected;
-uniform bool useCustomColor;
-uniform vec3 customColor;
-
-in vec3 pos;
-
-out vec2 ssPos;
-out vec4 finalColor_geom;
-
-/* project to screen space */
-vec2 proj(vec4 pos)
-{
- return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
-}
-
-#define SET_INTENSITY(A, B, C, min, max) \
- (((1.0 - (float(C - B) / float(C - A))) * (max - min)) + min)
-
-void main()
-{
- gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
-
- ssPos = proj(gl_Position);
-
- int frame = gl_VertexID + cacheStart;
-
- float intensity; /* how faint */
-
- vec3 blend_base = (abs(frame - frameCurrent) == 1) ?
- colorCurrentFrame.rgb :
- colorBackground.rgb; /* "bleed" cframe color to ease color blending */
-
- /* TODO: We might want something more consistent with custom color and standard colors. */
- if (frame < frameCurrent) {
- if (useCustomColor) {
- /* Custom color: previous frames color is darker than current frame */
- finalColor_geom.rgb = customColor * 0.25;
- }
- else {
- /* black - before frameCurrent */
- if (selected) {
- intensity = SET_INTENSITY(frameStart, frame, frameCurrent, 0.25, 0.75);
- }
- else {
- intensity = SET_INTENSITY(frameStart, frame, frameCurrent, 0.68, 0.92);
- }
- finalColor_geom.rgb = mix(colorWire.rgb, blend_base, intensity);
- }
- }
- else if (frame > frameCurrent) {
- if (useCustomColor) {
- /* Custom color: next frames color is equal to user selected color */
- finalColor_geom.rgb = customColor;
- }
- else {
- /* blue - after frameCurrent */
- if (selected) {
- intensity = SET_INTENSITY(frameCurrent, frame, frameEnd, 0.25, 0.75);
- }
- else {
- intensity = SET_INTENSITY(frameCurrent, frame, frameEnd, 0.68, 0.92);
- }
-
- finalColor_geom.rgb = mix(colorBonePose.rgb, blend_base, intensity);
- }
- }
- else {
- if (useCustomColor) {
- /* Custom color: current frame color is slightly darker than user selected color */
- finalColor_geom.rgb = customColor * 0.5;
- }
- else {
- /* green - on frameCurrent */
- if (selected) {
- intensity = 0.5f;
- }
- else {
- intensity = 0.99f;
- }
- finalColor_geom.rgb = clamp(
- mix(colorCurrentFrame.rgb, colorBackground.rgb, intensity) - 0.1, 0.0, 0.1);
- }
- }
-
- finalColor_geom.a = 1.0;
-}
diff --git a/source/blender/draw/modes/shaders/animviz_mpath_points_vert.glsl b/source/blender/draw/modes/shaders/animviz_mpath_points_vert.glsl
deleted file mode 100644
index 70267e78d9e..00000000000
--- a/source/blender/draw/modes/shaders/animviz_mpath_points_vert.glsl
+++ /dev/null
@@ -1,52 +0,0 @@
-
-uniform mat4 ViewProjectionMatrix;
-
-uniform int pointSize = 2;
-uniform int frameCurrent;
-uniform int cacheStart;
-uniform bool showKeyFrames = true;
-uniform bool useCustomColor;
-uniform vec3 customColor;
-uniform int stepSize;
-
-in vec3 pos;
-in int flag;
-
-#define MOTIONPATH_VERT_SEL (1 << 0)
-#define MOTIONPATH_VERT_KEY (1 << 1)
-
-out vec4 finalColor;
-
-void main()
-{
- gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
- gl_PointSize = float(pointSize + 2);
-
- int frame = gl_VertexID + cacheStart;
- finalColor = (useCustomColor) ? vec4(customColor, 1.0) : vec4(1.0);
-
- /* Bias to reduce z fighting with the path */
- gl_Position.z -= 1e-4;
-
- if (gl_VertexID % stepSize == 0) {
- gl_PointSize = float(pointSize) + 4;
- }
-
- if (showKeyFrames) {
- if ((flag & MOTIONPATH_VERT_KEY) != 0) {
- gl_PointSize = float(pointSize + 5);
- finalColor = colorVertexSelect;
- /* Bias more to get these on top of regular points */
- gl_Position.z -= 1e-4;
- }
- /* Draw big green dot where the current frame is.
- * NOTE: this is only done when keyframes are shown, since this adds similar types of clutter
- */
- if (frame == frameCurrent) {
- gl_PointSize = float(pointSize + 8);
- finalColor = colorCurrentFrame;
- /* Bias more to get these on top of keyframes */
- gl_Position.z -= 1e-4;
- }
- }
-}
diff --git a/source/blender/draw/modes/shaders/armature_axes_vert.glsl b/source/blender/draw/modes/shaders/armature_axes_vert.glsl
deleted file mode 100644
index d7ed3e9ab71..00000000000
--- a/source/blender/draw/modes/shaders/armature_axes_vert.glsl
+++ /dev/null
@@ -1,35 +0,0 @@
-
-uniform mat4 ViewProjectionMatrix;
-uniform vec3 screenVecs[3];
-
-/* ---- Instantiated Attrs ---- */
-in float axis; /* position on the axis. [0.0-1.0] is X axis, [1.0-2.0] is Y, etc... */
-in vec2 screenPos;
-in vec3 colorAxis;
-
-/* ---- Per instance Attrs ---- */
-in mat4 InstanceModelMatrix;
-in vec4 color;
-
-flat out vec4 finalColor;
-
-void main()
-{
- vec3 chosen_axis = InstanceModelMatrix[int(axis)].xyz;
- vec3 y_axis = InstanceModelMatrix[1].xyz;
- vec3 bone_loc = InstanceModelMatrix[3].xyz;
- vec3 wpos = bone_loc + y_axis + chosen_axis * fract(axis);
- vec3 spos = screenVecs[0].xyz * screenPos.x + screenVecs[1].xyz * screenPos.y;
- /* Scale uniformly by axis length */
- spos *= length(chosen_axis);
-
- vec4 pos_4d = vec4(wpos + spos, 1.0);
- gl_Position = ViewProjectionMatrix * pos_4d;
-
- finalColor.rgb = mix(colorAxis, color.rgb, color.a);
- finalColor.a = 1.0;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(pos_4d.xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/armature_dof_vert.glsl b/source/blender/draw/modes/shaders/armature_dof_vert.glsl
deleted file mode 100644
index 321614835a1..00000000000
--- a/source/blender/draw/modes/shaders/armature_dof_vert.glsl
+++ /dev/null
@@ -1,30 +0,0 @@
-
-uniform mat4 ViewProjectionMatrix;
-
-/* ---- Instantiated Attrs ---- */
-in vec2 pos;
-
-/* ---- Per instance Attrs ---- */
-/* Assumed to be in world coordinate already. */
-in mat4 InstanceModelMatrix;
-in vec4 color;
-in vec2 amin;
-in vec2 amax;
-
-flat out vec4 finalColor;
-
-vec3 sphere_project(float ax, float az)
-{
- float sine = 1.0 - ax * ax - az * az;
- float q3 = sqrt(max(0.0, sine));
-
- return vec3(-az * q3, 0.5 - sine, ax * q3) * 2.0;
-}
-
-void main()
-{
- vec3 final_pos = sphere_project(pos.x * abs((pos.x > 0.0) ? amax.x : amin.x),
- pos.y * abs((pos.y > 0.0) ? amax.y : amin.y));
- gl_Position = ViewProjectionMatrix * (InstanceModelMatrix * vec4(final_pos, 1.0));
- finalColor = color;
-}
diff --git a/source/blender/draw/modes/shaders/armature_envelope_distance_frag.glsl b/source/blender/draw/modes/shaders/armature_envelope_distance_frag.glsl
deleted file mode 100644
index 61aaf153e83..00000000000
--- a/source/blender/draw/modes/shaders/armature_envelope_distance_frag.glsl
+++ /dev/null
@@ -1,15 +0,0 @@
-
-flat in vec3 finalStateColor; /* UNUSED */
-flat in vec3 finalBoneColor; /* UNUSED */
-in vec3 normalView;
-
-out vec4 fragColor;
-
-uniform vec4 color = vec4(1.0, 1.0, 1.0, 0.2);
-
-void main()
-{
- float n = normalize(normalView).z;
- n = 1.0 - clamp(-n, 0.0, 1.0);
- fragColor = color * n;
-}
diff --git a/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl b/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl
deleted file mode 100644
index c0bde90bf28..00000000000
--- a/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl
+++ /dev/null
@@ -1,171 +0,0 @@
-
-uniform mat4 ViewMatrix;
-uniform mat4 ViewMatrixInverse;
-uniform mat4 ViewProjectionMatrix;
-uniform mat4 ProjectionMatrix;
-
-uniform vec2 viewportSize;
-uniform float lineThickness = 2.0;
-
-/* ---- Instantiated Attrs ---- */
-in vec2 pos0;
-in vec2 pos1;
-in vec2 pos2;
-
-/* ---- Per instance Attrs ---- */
-/* Assumed to be in world coordinate already. */
-in vec4 headSphere;
-in vec4 tailSphere;
-in vec4 outlineColorSize;
-in vec3 xAxis;
-
-flat out vec4 finalColor;
-
-/* project to screen space */
-vec2 proj(vec4 pos)
-{
- return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
-}
-
-vec2 compute_dir(vec2 v0, vec2 v1, vec2 v2)
-{
- vec2 dir = normalize(v2 - v0);
- dir = vec2(dir.y, -dir.x);
- return dir;
-}
-
-mat3 compute_mat(vec4 sphere, vec3 bone_vec, out float z_ofs)
-{
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
- vec3 cam_ray = (is_persp) ? sphere.xyz - ViewMatrixInverse[3].xyz : -ViewMatrixInverse[2].xyz;
-
- /* Sphere center distance from the camera (persp) in world space. */
- float cam_dist = length(cam_ray);
-
- /* Compute view aligned orthonormal space. */
- vec3 z_axis = cam_ray / cam_dist;
- vec3 x_axis = normalize(cross(bone_vec, z_axis));
- vec3 y_axis = cross(z_axis, x_axis);
- z_ofs = 0.0;
-
- if (is_persp) {
- /* For perspective, the projected sphere radius
- * can be bigger than the center disc. Compute the
- * max angular size and compensate by sliding the disc
- * towards the camera and scale it accordingly. */
- const float half_pi = 3.1415926 * 0.5;
- float rad = sphere.w;
- /* Let be :
- * V the view vector origin.
- * O the sphere origin.
- * T the point on the target circle.
- * We compute the angle between (OV) and (OT). */
- float a = half_pi - asin(rad / cam_dist);
- float cos_b = cos(a);
- float sin_b = sqrt(clamp(1.0 - cos_b * cos_b, 0.0, 1.0));
-
- x_axis *= sin_b;
- y_axis *= sin_b;
- z_ofs = -rad * cos_b;
- }
-
- return mat3(x_axis, y_axis, z_axis);
-}
-
-struct Bone {
- vec3 vec;
- float sinb;
-};
-
-bool bone_blend_starts(vec3 p, Bone b)
-{
- /* we just want to know when the head sphere starts interpolating. */
- return dot(p, b.vec) > -b.sinb;
-}
-
-vec3 get_outline_point(vec2 pos,
- vec4 sph_near,
- vec4 sph_far,
- mat3 mat_near,
- mat3 mat_far,
- float z_ofs_near,
- float z_ofs_far,
- Bone b)
-{
- /* Compute outline position on the nearest sphere and check
- * if it penetrates the capsule body. If it does, put this
- * vertex on the farthest sphere. */
- vec3 wpos = mat_near * vec3(pos * sph_near.w, z_ofs_near);
- if (bone_blend_starts(wpos, b)) {
- wpos = sph_far.xyz + mat_far * vec3(pos * sph_far.w, z_ofs_far);
- }
- else {
- wpos += sph_near.xyz;
- }
- return wpos;
-}
-
-void main()
-{
- float dst_head = distance(headSphere.xyz, ViewMatrixInverse[3].xyz);
- float dst_tail = distance(tailSphere.xyz, ViewMatrixInverse[3].xyz);
- // float dst_head = -dot(headSphere.xyz, ViewMatrix[2].xyz);
- // float dst_tail = -dot(tailSphere.xyz, ViewMatrix[2].xyz);
-
- vec4 sph_near, sph_far;
- if ((dst_head > dst_tail) && (ProjectionMatrix[3][3] == 0.0)) {
- sph_near = tailSphere;
- sph_far = headSphere;
- }
- else {
- sph_near = headSphere;
- sph_far = tailSphere;
- }
-
- vec3 bone_vec = (sph_far.xyz - sph_near.xyz) + 1e-8;
-
- Bone b;
- float bone_lenrcp = 1.0 / max(1e-8, sqrt(dot(bone_vec, bone_vec)));
- b.sinb = (sph_far.w - sph_near.w) * bone_lenrcp * sph_near.w;
- b.vec = bone_vec * bone_lenrcp;
-
- float z_ofs_near, z_ofs_far;
- mat3 mat_near = compute_mat(sph_near, bone_vec, z_ofs_near);
- mat3 mat_far = compute_mat(sph_far, bone_vec, z_ofs_far);
-
- vec3 wpos0 = get_outline_point(
- pos0, sph_near, sph_far, mat_near, mat_far, z_ofs_near, z_ofs_far, b);
- vec3 wpos1 = get_outline_point(
- pos1, sph_near, sph_far, mat_near, mat_far, z_ofs_near, z_ofs_far, b);
- vec3 wpos2 = get_outline_point(
- pos2, sph_near, sph_far, mat_near, mat_far, z_ofs_near, z_ofs_far, b);
-
- vec4 pos_4d = vec4(wpos1, 1.0);
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(pos_4d.xyz);
-#endif
-
- vec4 V = ViewMatrix * pos_4d;
- float pres_fac = (ProjectionMatrix[3][3] == 0.0) ? abs(V.z) : 1.0;
-
- vec4 p0 = ViewProjectionMatrix * vec4(wpos0, 1.0);
- vec4 p1 = ProjectionMatrix * V;
- vec4 p2 = ViewProjectionMatrix * vec4(wpos2, 1.0);
-
- /* compute position from 3 vertex because the change in direction
- * can happen very quicky and lead to very thin edges. */
- vec2 ss0 = proj(p0);
- vec2 ss1 = proj(p1);
- vec2 ss2 = proj(p2);
- vec2 edge_dir = compute_dir(ss0, ss1, ss2);
-
- bool outer = ((gl_VertexID & 1) == 1);
- vec2 t = outlineColorSize.w * (lineThickness / viewportSize);
- t *= pres_fac;
- t = (outer) ? t : vec2(0.0);
-
- gl_Position = p1;
- gl_Position.xy += t * edge_dir;
-
- finalColor = vec4(outlineColorSize.rgb, 1.0);
-}
diff --git a/source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl b/source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl
deleted file mode 100644
index 424cc92b930..00000000000
--- a/source/blender/draw/modes/shaders/armature_envelope_solid_frag.glsl
+++ /dev/null
@@ -1,18 +0,0 @@
-
-uniform float alpha = 0.6;
-
-flat in vec3 finalStateColor;
-flat in vec3 finalBoneColor;
-in vec3 normalView;
-
-out vec4 fragColor;
-
-void main()
-{
- /* Smooth lighting factor. */
- const float s = 0.2; /* [0.0-0.5] range */
- float n = normalize(normalView).z;
- float fac = clamp((n * (1.0 - s)) + s, 0.0, 1.0);
- fragColor.rgb = mix(finalStateColor, finalBoneColor, fac);
- fragColor.a = alpha;
-}
diff --git a/source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl b/source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl
deleted file mode 100644
index d9567bb84f4..00000000000
--- a/source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl
+++ /dev/null
@@ -1,59 +0,0 @@
-
-uniform mat4 ViewMatrix;
-uniform mat4 ViewMatrixInverse;
-uniform mat4 ViewProjectionMatrix;
-
-/* ---- Instantiated Attrs ---- */
-in vec3 pos;
-
-/* ---- Per instance Attrs ---- */
-/* Assumed to be in world coordinate already. */
-in vec4 headSphere;
-in vec4 tailSphere;
-in vec3 xAxis;
-in vec3 stateColor;
-in vec3 boneColor;
-
-flat out vec3 finalStateColor;
-flat out vec3 finalBoneColor;
-out vec3 normalView;
-
-void main()
-{
- vec3 bone_vec = tailSphere.xyz - headSphere.xyz;
- float bone_len = max(1e-8, sqrt(dot(bone_vec, bone_vec)));
- float bone_lenrcp = 1.0 / bone_len;
-#ifdef SMOOTH_ENVELOPE
- float sinb = (tailSphere.w - headSphere.w) * bone_lenrcp;
-#else
- const float sinb = 0.0;
-#endif
-
- vec3 y_axis = bone_vec * bone_lenrcp;
- vec3 z_axis = normalize(cross(xAxis, -y_axis));
- vec3 x_axis = cross(y_axis, z_axis); /* cannot trust xAxis to be orthogonal. */
-
- vec3 sp, nor;
- nor = sp = pos.xyz;
-
- /* In bone space */
- bool is_head = (pos.z < -sinb);
- sp *= (is_head) ? headSphere.w : tailSphere.w;
- sp.z += (is_head) ? 0.0 : bone_len;
-
- /* Convert to world space */
- mat3 bone_mat = mat3(x_axis, y_axis, z_axis);
- sp = bone_mat * sp.xzy + headSphere.xyz;
- nor = bone_mat * nor.xzy;
-
- normalView = mat3(ViewMatrix) * nor;
-
- finalStateColor = stateColor;
- finalBoneColor = boneColor;
-
- vec4 pos_4d = vec4(sp, 1.0);
- gl_Position = ViewProjectionMatrix * pos_4d;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(pos_4d.xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl b/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl
deleted file mode 100644
index dc84b8924d1..00000000000
--- a/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl
+++ /dev/null
@@ -1,117 +0,0 @@
-
-layout(lines_adjacency) in;
-layout(triangle_strip, max_vertices = 6) out;
-
-in vec4 pPos[];
-in vec3 vPos[];
-in vec2 ssPos[];
-in vec2 ssNor[];
-in vec4 vColSize[];
-
-flat out vec4 finalColor;
-uniform vec2 viewportSize;
-uniform float lineThickness = 2.0;
-
-vec2 compute_dir(vec2 v0, vec2 v1)
-{
- vec2 dir = normalize(v1 - v0);
- dir = vec2(-dir.y, dir.x);
- return dir;
-}
-
-void emit_edge(vec2 edge_dir, vec2 hidden_dir, vec2 thick, bool is_persp)
-{
- float fac = dot(-hidden_dir, edge_dir);
- edge_dir *= (fac < 0.0) ? -1.0 : 1.0;
-
- vec2 t = thick * (is_persp ? abs(vPos[1].z) : 1.0);
- gl_Position = pPos[1];
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
-#endif
- EmitVertex();
- gl_Position.xy += t * edge_dir;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
-#endif
- EmitVertex();
-
- t = thick * (is_persp ? abs(vPos[2].z) : 1.0);
- gl_Position = pPos[2];
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[2].gl_ClipDistance);
-#endif
- EmitVertex();
- gl_Position.xy += t * edge_dir;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[2].gl_ClipDistance);
-#endif
- EmitVertex();
-}
-
-void emit_corner(const int e, vec2 thick, bool is_persp)
-{
- vec2 corner_dir = ssNor[e];
- vec2 t = thick * (is_persp ? abs(vPos[e].z) : 1.0);
-
- gl_Position = pPos[e] + vec4(t * corner_dir, 0.0, 0.0);
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[e].gl_ClipDistance);
-#endif
- EmitVertex();
-}
-
-void main(void)
-{
- finalColor = vec4(vColSize[0].rgb, 1.0);
-
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
-
- vec3 view_vec = (is_persp) ? normalize(vPos[1]) : vec3(0.0, 0.0, -1.0);
- vec3 v10 = vPos[0] - vPos[1];
- vec3 v12 = vPos[2] - vPos[1];
- vec3 v13 = vPos[3] - vPos[1];
-
- vec3 n0 = cross(v12, v10);
- vec3 n3 = cross(v13, v12);
-
- float fac0 = dot(view_vec, n0);
- float fac3 = dot(view_vec, n3);
-
- /* If one of the face is perpendicular to the view,
- * consider it and outline edge. */
- if (abs(fac0) > 1e-5 && abs(fac3) > 1e-5) {
- /* If both adjacent verts are facing the camera the same way,
- * then it isn't an outline edge. */
- if (sign(fac0) == sign(fac3)) {
- return;
- }
- }
-
- /* Don't outline if concave edge. */
- if (dot(n0, v13) > 0.0001) {
- return;
- }
-
- vec2 thick = vColSize[0].w * (lineThickness / viewportSize);
- vec2 edge_dir = compute_dir(ssPos[1], ssPos[2]);
-
- vec2 hidden_point;
- /* Take the farthest point to compute edge direction
- * (avoid problems with point behind near plane).
- * If the chosen point is parallel to the edge in screen space,
- * choose the other point anyway.
- * This fixes some issue with cubes in orthographic views.*/
- if (vPos[0].z < vPos[3].z) {
- hidden_point = (abs(fac0) > 1e-5) ? ssPos[0] : ssPos[3];
- }
- else {
- hidden_point = (abs(fac3) > 1e-5) ? ssPos[3] : ssPos[0];
- }
- vec2 hidden_dir = normalize(hidden_point - ssPos[1]);
-
- emit_corner(1, thick, is_persp);
- emit_edge(edge_dir, hidden_dir, thick, is_persp);
- emit_corner(2, thick, is_persp);
- EndPrimitive();
-}
diff --git a/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl b/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl
deleted file mode 100644
index fb2735c196c..00000000000
--- a/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl
+++ /dev/null
@@ -1,47 +0,0 @@
-
-uniform vec2 viewportSize;
-
-/* ---- Instantiated Attrs ---- */
-in vec3 pos;
-in vec3 snor;
-
-/* ---- Per instance Attrs ---- */
-in mat4 InstanceModelMatrix;
-in vec4 outlineColorSize;
-
-out vec4 pPos;
-out vec3 vPos;
-out vec2 ssPos;
-out vec2 ssNor;
-out vec4 vColSize;
-
-/* project to screen space */
-vec2 proj(vec4 pos)
-{
- return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
-}
-
-void main()
-{
- vec4 worldPosition = InstanceModelMatrix * vec4(pos, 1.0);
- vec4 viewpos = ViewMatrix * worldPosition;
-
- vPos = viewpos.xyz;
- pPos = ProjectionMatrix * viewpos;
-
- /* This is slow and run per vertex, but it's still faster than
- * doing it per instance on CPU and sending it on via instance attribute. */
- mat3 normal_mat = transpose(inverse(mat3(InstanceModelMatrix)));
- /* TODO FIX: there is still a problem with this vector
- * when the bone is scaled or in persp mode. But it's
- * barelly visible at the outline corners. */
- ssNor = normalize(normal_world_to_view(normal_mat * snor).xy);
-
- ssPos = proj(pPos);
-
- vColSize = outlineColorSize;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(worldPosition.xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl b/source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl
deleted file mode 100644
index 39963344dd8..00000000000
--- a/source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl
+++ /dev/null
@@ -1,11 +0,0 @@
-
-uniform float alpha = 0.6;
-
-in vec4 finalColor;
-
-out vec4 fragColor;
-
-void main()
-{
- fragColor = vec4(finalColor.rgb, alpha);
-}
diff --git a/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl b/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl
deleted file mode 100644
index df6a9ce2d76..00000000000
--- a/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-
-/* ---- Instantiated Attrs ---- */
-in vec3 pos;
-in vec3 nor;
-
-/* ---- Per instance Attrs ---- */
-in mat4 InstanceModelMatrix;
-in vec3 boneColor;
-in vec3 stateColor;
-
-out vec4 finalColor;
-
-void main()
-{
- /* This is slow and run per vertex, but it's still faster than
- * doing it per instance on CPU and sending it on via instance attribute. */
- mat3 normal_mat = transpose(inverse(mat3(InstanceModelMatrix)));
- vec3 normal = normalize(normal_world_to_view(normal_mat * nor));
-
- /* Do lighting at an angle to avoid flat shading on front facing bone. */
- const vec3 light = vec3(0.1, 0.1, 0.8);
- float n = dot(normal, light);
-
- /* Smooth lighting factor. */
- const float s = 0.2; /* [0.0-0.5] range */
- float fac = clamp((n * (1.0 - s)) + s, 0.0, 1.0);
- finalColor.rgb = mix(stateColor, boneColor, fac);
- finalColor.a = 1.0;
-
- vec4 worldPosition = InstanceModelMatrix * vec4(pos, 1.0);
- gl_Position = ViewProjectionMatrix * worldPosition;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(worldPosition.xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl b/source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl
deleted file mode 100644
index 70a7f495af9..00000000000
--- a/source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl
+++ /dev/null
@@ -1,107 +0,0 @@
-
-uniform mat4 ViewMatrix;
-uniform mat4 ProjectionMatrix;
-uniform vec2 viewportSize;
-uniform float lineThickness = 2.0;
-
-/* ---- Instantiated Attrs ---- */
-in vec2 pos0;
-in vec2 pos1;
-
-/* ---- Per instance Attrs ---- */
-in mat4 InstanceModelMatrix;
-in vec4 outlineColorSize;
-
-flat out vec4 finalColor;
-
-/* project to screen space */
-vec2 proj(vec4 pos)
-{
- return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
-}
-
-vec2 compute_dir(vec2 v0, vec2 v1, vec2 c)
-{
- vec2 dir = normalize(v1 - v0);
- dir = vec2(dir.y, -dir.x);
- /* The model matrix can be scaled negativly.
- * Use projected sphere center to determine
- * the outline direction. */
- vec2 cv = c - v0;
- dir = (dot(dir, cv) > 0.0) ? -dir : dir;
- return dir;
-}
-
-void main()
-{
- mat4 model_view_matrix = ViewMatrix * InstanceModelMatrix;
- mat4 sphereMatrix = inverse(model_view_matrix);
-
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
-
- /* This is the local space camera ray (not normalize).
- * In perspective mode it's also the viewspace position
- * of the sphere center. */
- vec3 cam_ray = (is_persp) ? model_view_matrix[3].xyz : vec3(0.0, 0.0, -1.0);
- cam_ray = mat3(sphereMatrix) * cam_ray;
-
- /* Sphere center distance from the camera (persp) in local space. */
- float cam_dist = length(cam_ray);
-
- /* Compute view aligned orthonormal space. */
- vec3 z_axis = cam_ray / cam_dist;
- vec3 x_axis = normalize(cross(sphereMatrix[1].xyz, z_axis));
- vec3 y_axis = cross(z_axis, x_axis);
- float z_ofs = 0.0;
-
- if (is_persp) {
- /* For perspective, the projected sphere radius
- * can be bigger than the center disc. Compute the
- * max angular size and compensate by sliding the disc
- * towards the camera and scale it accordingly. */
- const float half_pi = 3.1415926 * 0.5;
- const float rad = 0.05;
- /* Let be (in local space):
- * V the view vector origin.
- * O the sphere origin.
- * T the point on the target circle.
- * We compute the angle between (OV) and (OT). */
- float a = half_pi - asin(rad / cam_dist);
- float cos_b = cos(a);
- float sin_b = sqrt(clamp(1.0 - cos_b * cos_b, 0.0, 1.0));
-
- x_axis *= sin_b;
- y_axis *= sin_b;
- z_ofs = -rad * cos_b;
- }
-
- /* Camera oriented position (but still in local space) */
- vec3 cam_pos0 = x_axis * pos0.x + y_axis * pos0.y + z_axis * z_ofs;
- vec3 cam_pos1 = x_axis * pos1.x + y_axis * pos1.y + z_axis * z_ofs;
-
- vec4 V = model_view_matrix * vec4(cam_pos0, 1.0);
- vec4 p0 = ProjectionMatrix * V;
- vec4 p1 = ProjectionMatrix * (model_view_matrix * vec4(cam_pos1, 1.0));
- vec4 c = ProjectionMatrix * vec4(model_view_matrix[3].xyz, 1.0);
-
- vec2 ssc = proj(c);
- vec2 ss0 = proj(p0);
- vec2 ss1 = proj(p1);
- vec2 edge_dir = compute_dir(ss0, ss1, ssc);
-
- bool outer = ((gl_VertexID & 1) == 1);
-
- vec2 t = outlineColorSize.w * (lineThickness / viewportSize);
- t *= (is_persp) ? abs(V.z) : 1.0;
- t = (outer) ? t : vec2(0.0);
-
- gl_Position = p0;
- gl_Position.xy += t * edge_dir;
-
- finalColor = vec4(outlineColorSize.rgb, 1.0);
-
-#ifdef USE_WORLD_CLIP_PLANES
- vec4 worldPosition = InstanceModelMatrix * vec4(cam_pos0, 1.0);
- world_clip_planes_calc_clip_distance(worldPosition.xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl b/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl
deleted file mode 100644
index 93edbe940fd..00000000000
--- a/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl
+++ /dev/null
@@ -1,80 +0,0 @@
-
-#extension GL_ARB_conservative_depth : enable
-
-uniform mat4 ViewMatrixInverse;
-uniform mat4 ProjectionMatrix;
-uniform float alpha = 0.4;
-
-flat in vec3 finalStateColor;
-flat in vec3 finalBoneColor;
-flat in mat4 sphereMatrix;
-in vec3 viewPosition;
-
-#ifdef GL_ARB_conservative_depth
-/* Saves a lot of overdraw! */
-layout(depth_greater) out float gl_FragDepth;
-#endif
-
-out vec4 fragColor;
-
-#define cameraPos ViewMatrixInverse[3].xyz
-
-float get_depth_from_view_z(float z)
-{
- if (ProjectionMatrix[3][3] == 0.0) {
- z = (-ProjectionMatrix[3][2] / z) - ProjectionMatrix[2][2];
- }
- else {
- z = z * ProjectionMatrix[2][2] / (1.0 - ProjectionMatrix[3][2]);
- }
- return z * 0.5 + 0.5;
-}
-
-void main()
-{
- const float sphere_radius = 0.05;
-
- bool is_perp = (ProjectionMatrix[3][3] == 0.0);
- vec3 ray_ori_view = (is_perp) ? vec3(0.0) : viewPosition.xyz;
- vec3 ray_dir_view = (is_perp) ? viewPosition : vec3(0.0, 0.0, -1.0);
-
- /* Single matrix mul without branch. */
- vec4 mul_vec = (is_perp) ? vec4(ray_dir_view, 0.0) : vec4(ray_ori_view, 1.0);
- vec3 mul_res = (sphereMatrix * mul_vec).xyz;
-
- /* Reminder :
- * sphereMatrix[3] is the view space origin in sphere space (sph_ori -> view_ori).
- * sphereMatrix[2] is the view space Z axis in sphere space. */
-
- /* convert to sphere local space */
- vec3 ray_ori = (is_perp) ? sphereMatrix[3].xyz : mul_res;
- vec3 ray_dir = (is_perp) ? mul_res : -sphereMatrix[2].xyz;
- float ray_len = length(ray_dir);
- ray_dir /= ray_len;
-
- /* Line to sphere intersect */
- const float sphere_radius_sqr = sphere_radius * sphere_radius;
- float b = dot(ray_ori, ray_dir);
- float c = dot(ray_ori, ray_ori) - sphere_radius_sqr;
- float h = b * b - c;
- float t = -sqrt(max(0.0, h)) - b;
-
- /* Compute dot product for lighting */
- vec3 p = ray_dir * t + ray_ori; /* Point on sphere */
- vec3 n = normalize(p); /* Normal is just the point in sphere space, normalized. */
- vec3 l = normalize(sphereMatrix[2].xyz); /* Just the view Z axis in the sphere space. */
-
- /* Smooth lighting factor. */
- const float s = 0.2; /* [0.0-0.5] range */
- float fac = clamp((dot(n, l) * (1.0 - s)) + s, 0.0, 1.0);
- fragColor.rgb = mix(finalStateColor, finalBoneColor, fac);
-
- /* 2x2 dither pattern to smooth the lighting. */
- float dither = (0.5 + dot(vec2(ivec2(gl_FragCoord.xy) & ivec2(1)), vec2(1.0, 2.0))) * 0.25;
- dither *= (1.0 / 255.0); /* Assume 8bit per color buffer. */
-
- fragColor = vec4(fragColor.rgb + dither, alpha);
-
- t /= ray_len;
- gl_FragDepth = get_depth_from_view_z(ray_dir_view.z * t + ray_ori_view.z);
-}
diff --git a/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl b/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl
deleted file mode 100644
index 38a721616a0..00000000000
--- a/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl
+++ /dev/null
@@ -1,88 +0,0 @@
-
-uniform mat4 ViewMatrix;
-uniform mat4 ProjectionMatrix;
-
-/* ---- Instantiated Attrs ---- */
-in vec2 pos;
-
-/* ---- Per instance Attrs ---- */
-in mat4 InstanceModelMatrix;
-in vec3 stateColor;
-in vec3 boneColor;
-
-flat out vec3 finalStateColor;
-flat out vec3 finalBoneColor;
-flat out mat4 sphereMatrix;
-out vec3 viewPosition;
-
-/* Sphere radius */
-const float rad = 0.05;
-
-void main()
-{
- mat4 model_view_matrix = ViewMatrix * InstanceModelMatrix;
- sphereMatrix = inverse(model_view_matrix);
-
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
-
- /* This is the local space camera ray (not normalize).
- * In perspective mode it's also the viewspace position
- * of the sphere center. */
- vec3 cam_ray = (is_persp) ? model_view_matrix[3].xyz : vec3(0.0, 0.0, -1.0);
- cam_ray = mat3(sphereMatrix) * cam_ray;
-
- /* Sphere center distance from the camera (persp) in local space. */
- float cam_dist = length(cam_ray);
-
- /* Compute view aligned orthonormal space. */
- vec3 z_axis = cam_ray / cam_dist;
- vec3 x_axis = normalize(cross(sphereMatrix[1].xyz, z_axis));
- vec3 y_axis = cross(z_axis, x_axis);
-
- float z_ofs = -rad - 1e-8; /* offset to the front of the sphere */
- if (is_persp) {
- /* For perspective, the projected sphere radius
- * can be bigger than the center disc. Compute the
- * max angular size and compensate by sliding the disc
- * towards the camera and scale it accordingly. */
- const float half_pi = 3.1415926 * 0.5;
- /* Let be (in local space):
- * V the view vector origin.
- * O the sphere origin.
- * T the point on the target circle.
- * We compute the angle between (OV) and (OT). */
- float a = half_pi - asin(rad / cam_dist);
- float cos_b = cos(a);
- float sin_b = sqrt(clamp(1.0 - cos_b * cos_b, 0.0, 1.0));
-#if 1
- /* Instead of choosing the biggest circle in screenspace,
- * we choose the nearest with the same angular size. This
- * permit us to leverage GL_ARB_conservative_depth in the
- * fragment shader. */
- float minor = cam_dist - rad;
- float major = cam_dist - cos_b * rad;
- float fac = minor / major;
- sin_b *= fac;
-#else
- z_ofs = -rad * cos_b;
-#endif
- x_axis *= sin_b;
- y_axis *= sin_b;
- }
-
- /* Camera oriented position (but still in local space) */
- vec3 cam_pos = x_axis * pos.x + y_axis * pos.y + z_axis * z_ofs;
-
- vec4 pos_4d = vec4(cam_pos, 1.0);
- vec4 V = model_view_matrix * pos_4d;
- gl_Position = ProjectionMatrix * V;
- viewPosition = V.xyz;
-
- finalStateColor = stateColor;
- finalBoneColor = boneColor;
-
-#ifdef USE_WORLD_CLIP_PLANES
- vec4 worldPosition = InstanceModelMatrix * pos_4d;
- world_clip_planes_calc_clip_distance(worldPosition.xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/armature_stick_frag.glsl b/source/blender/draw/modes/shaders/armature_stick_frag.glsl
deleted file mode 100644
index ba89619e051..00000000000
--- a/source/blender/draw/modes/shaders/armature_stick_frag.glsl
+++ /dev/null
@@ -1,13 +0,0 @@
-
-noperspective in float colorFac;
-flat in vec4 finalWireColor;
-flat in vec4 finalInnerColor;
-
-out vec4 fragColor;
-
-void main()
-{
- float fac = smoothstep(1.0, 0.2, colorFac);
- fragColor.rgb = mix(finalInnerColor.rgb, finalWireColor.rgb, fac);
- fragColor.a = 1.0;
-}
diff --git a/source/blender/draw/modes/shaders/armature_stick_vert.glsl b/source/blender/draw/modes/shaders/armature_stick_vert.glsl
deleted file mode 100644
index fd8a12fcd2c..00000000000
--- a/source/blender/draw/modes/shaders/armature_stick_vert.glsl
+++ /dev/null
@@ -1,97 +0,0 @@
-
-uniform mat4 ProjectionMatrix;
-uniform mat4 ViewProjectionMatrix;
-
-uniform mat4 ViewMatrix;
-uniform vec2 viewportSize;
-
-/* ---- Instantiated Attrs ---- */
-in vec2 pos; /* bone aligned screen space */
-in uint flag;
-
-#define COL_WIRE 1u /* (1 << 0) */
-#define COL_HEAD 2u /* (1 << 1) */
-#define COL_TAIL 4u /* (1 << 2) */
-#define COL_BONE 8u /* (1 << 3) */
-
-#define POS_HEAD 16u /* (1 << 4) */
-#define POS_TAIL 32u /* (1 << 5) */ /* UNUSED */
-#define POS_BONE 64u /* (1 << 6) */
-
-/* ---- Per instance Attrs ---- */
-in vec3 boneStart;
-in vec3 boneEnd;
-in vec4 wireColor; /* alpha encode if we do wire. If 0.0 we dont. */
-in vec4 boneColor; /* alpha encode if we do bone. If 0.0 we dont. */
-in vec4 headColor; /* alpha encode if we do head. If 0.0 we dont. */
-in vec4 tailColor; /* alpha encode if we do tail. If 0.0 we dont. */
-
-#define do_wire (wireColor.a > 0.0)
-#define is_head bool(flag & POS_HEAD)
-#define is_bone bool(flag & POS_BONE)
-
-noperspective out float colorFac;
-flat out vec4 finalWireColor;
-flat out vec4 finalInnerColor;
-
-uniform float stickSize = 5.0; /* might be dependent on DPI setting in the future. */
-
-/* project to screen space */
-vec2 proj(vec4 pos)
-{
- return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
-}
-
-void main()
-{
- finalInnerColor = ((flag & COL_HEAD) != 0u) ? headColor : tailColor;
- finalInnerColor = ((flag & COL_BONE) != 0u) ? boneColor : finalInnerColor;
- finalWireColor = (do_wire) ? wireColor : finalInnerColor;
- /* Make the color */
- colorFac = ((flag & COL_WIRE) == 0u) ? ((flag & COL_BONE) != 0u) ? 1.0 : 2.0 : 0.0;
-
- vec4 boneStart_4d = vec4(boneStart, 1.0);
- vec4 boneEnd_4d = vec4(boneEnd, 1.0);
- vec4 v0 = ViewMatrix * boneStart_4d;
- vec4 v1 = ViewMatrix * boneEnd_4d;
-
- /* Clip the bone to the camera origin plane (not the clip plane)
- * to avoid glitches if one end is behind the camera origin (in persp). */
- float clip_dist = (ProjectionMatrix[3][3] == 0.0) ?
- -1e-7 :
- 1e20; /* hardcoded, -1e-8 is giving gliches. */
- vec3 bvec = v1.xyz - v0.xyz;
- vec3 clip_pt = v0.xyz + bvec * ((v0.z - clip_dist) / -bvec.z);
- if (v0.z > clip_dist) {
- v0.xyz = clip_pt;
- }
- else if (v1.z > clip_dist) {
- v1.xyz = clip_pt;
- }
-
- vec4 p0 = ProjectionMatrix * v0;
- vec4 p1 = ProjectionMatrix * v1;
-
- float h = (is_head) ? p0.w : p1.w;
-
- vec2 x_screen_vec = normalize(proj(p1) - proj(p0) + 1e-8);
- vec2 y_screen_vec = vec2(x_screen_vec.y, -x_screen_vec.x);
-
- /* 2D screen aligned pos at the point */
- vec2 vpos = pos.x * x_screen_vec + pos.y * y_screen_vec;
- vpos *= (ProjectionMatrix[3][3] == 0.0) ? h : 1.0;
- vpos *= (do_wire) ? 1.0 : 0.5;
-
- if (finalInnerColor.a > 0.0) {
- gl_Position = (is_head) ? p0 : p1;
- gl_Position.xy += stickSize * (vpos / viewportSize);
- gl_Position.z += (is_bone) ? 0.0 : 1e-6; /* Avoid Z fighting of head/tails. */
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((is_head ? boneStart_4d : boneEnd_4d).xyz);
-#endif
- }
- else {
- gl_Position = vec4(0.0);
- }
-}
diff --git a/source/blender/draw/modes/shaders/common_colormanagement_lib.glsl b/source/blender/draw/modes/shaders/common_colormanagement_lib.glsl
deleted file mode 100644
index 45f711296f3..00000000000
--- a/source/blender/draw/modes/shaders/common_colormanagement_lib.glsl
+++ /dev/null
@@ -1,30 +0,0 @@
-float linearrgb_to_srgb(float c)
-{
- if (c < 0.0031308) {
- return (c < 0.0) ? 0.0 : c * 12.92;
- }
- else {
- return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
- }
-}
-
-vec4 texture_read_as_linearrgb(sampler2D tex, bool premultiplied, vec2 co)
-{
- /* By convention image textures return scene linear colors, but
- * overlays still assume srgb. */
- vec4 color = texture(tex, co);
- /* Unpremultiply if stored multiplied, since straight alpha is expected by shaders. */
- if (premultiplied && !(color.a == 0.0 || color.a == 1.0)) {
- color.rgb = color.rgb / color.a;
- }
- return color;
-}
-
-vec4 texture_read_as_srgb(sampler2D tex, bool premultiplied, vec2 co)
-{
- vec4 color = texture_read_as_linearrgb(tex, premultiplied, co);
- color.r = linearrgb_to_srgb(color.r);
- color.g = linearrgb_to_srgb(color.g);
- color.b = linearrgb_to_srgb(color.b);
- return color;
-}
diff --git a/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl b/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl
deleted file mode 100644
index 8a7fb97d98c..00000000000
--- a/source/blender/draw/modes/shaders/common_fullscreen_vert.glsl
+++ /dev/null
@@ -1,11 +0,0 @@
-
-out vec4 uvcoordsvar;
-
-void main()
-{
- int v = gl_VertexID % 3;
- float x = -1.0 + float((v & 1) << 2);
- float y = -1.0 + float((v & 2) << 1);
- gl_Position = vec4(x, y, 1.0, 1.0);
- uvcoordsvar = vec4((gl_Position.xy + 1.0) * 0.5, 0.0, 0.0);
-}
diff --git a/source/blender/draw/modes/shaders/common_fxaa_lib.glsl b/source/blender/draw/modes/shaders/common_fxaa_lib.glsl
deleted file mode 100644
index 9928f350fd0..00000000000
--- a/source/blender/draw/modes/shaders/common_fxaa_lib.glsl
+++ /dev/null
@@ -1,884 +0,0 @@
-//----------------------------------------------------------------------------------
-// File: es3-kepler\FXAA/FXAA3_11.h
-// SDK Version: v3.00
-// Email: gameworks@nvidia.com
-// Site: http://developer.nvidia.com/
-//
-// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
-//
-// Redistribution and use in source and binary forms, with or without
-// modification, are permitted provided that the following conditions
-// are met:
-// * Redistributions of source code must retain the above copyright
-// notice, this list of conditions and the following disclaimer.
-// * Redistributions in binary form must reproduce the above copyright
-// notice, this list of conditions and the following disclaimer in the
-// documentation and/or other materials provided with the distribution.
-// * Neither the name of NVIDIA CORPORATION nor the names of its
-// contributors may be used to endorse or promote products derived
-// from this software without specific prior written permission.
-//
-// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
-// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
-// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
-// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
-// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
-// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
-// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
-// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
-// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-//
-//----------------------------------------------------------------------------------
-
-/* BLENDER MODIFICATIONS:
- *
- * - (#B1#) Compute luma on the fly using BT. 709 luma function
- * - (#B2#) main function instead of #include, due to lack of
- * ARB_shading_language_include in 3.3
- * - (#B3#) version and extension directives
- * - removed "FXAA Console" algorithm support and shader parameters
- * - removed HLSL support shims
- * - (#B4#) change luma sampling to compute, not use A channel
- * (this also removes GATHER4_ALPHA support)
- * - removed all the console shaders (only remaining algorithm is "FXAA PC
- * Quality")
- *
- * Note that this file doesn't follow the coding style guidelines.
- */
-
-/*============================================================================
- FXAA QUALITY - TUNING KNOBS
-------------------------------------------------------------------------------
-NOTE the other tuning knobs are now in the shader function inputs!
-============================================================================*/
-#ifndef FXAA_QUALITY__PRESET
-//
-// Choose the quality preset.
-// This needs to be compiled into the shader as it effects code.
-// Best option to include multiple presets is to
-// in each shader define the preset, then include this file.
-//
-// OPTIONS
-// -----------------------------------------------------------------------
-// 10 to 15 - default medium dither (10=fastest, 15=highest quality)
-// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
-// 39 - no dither, very expensive
-//
-// NOTES
-// -----------------------------------------------------------------------
-// 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
-// 13 = about same speed as FXAA 3.9 and better than 12
-// 23 = closest to FXAA 3.9 visually and performance wise
-// _ = the lowest digit is directly related to performance
-// _ = the highest digit is directly related to style
-//
-# define FXAA_QUALITY__PRESET 12
-#endif
-
-/*============================================================================
-
- FXAA QUALITY - PRESETS
-
-============================================================================*/
-
-/*============================================================================
- FXAA QUALITY - MEDIUM DITHER PRESETS
-============================================================================*/
-#if (FXAA_QUALITY__PRESET == 10)
-# define FXAA_QUALITY__PS 3
-# define FXAA_QUALITY__P0 1.5
-# define FXAA_QUALITY__P1 3.0
-# define FXAA_QUALITY__P2 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 11)
-# define FXAA_QUALITY__PS 4
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 3.0
-# define FXAA_QUALITY__P3 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 12)
-# define FXAA_QUALITY__PS 5
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 4.0
-# define FXAA_QUALITY__P4 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 13)
-# define FXAA_QUALITY__PS 6
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 4.0
-# define FXAA_QUALITY__P5 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 14)
-# define FXAA_QUALITY__PS 7
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 2.0
-# define FXAA_QUALITY__P5 4.0
-# define FXAA_QUALITY__P6 12.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 15)
-# define FXAA_QUALITY__PS 8
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 2.0
-# define FXAA_QUALITY__P5 2.0
-# define FXAA_QUALITY__P6 4.0
-# define FXAA_QUALITY__P7 12.0
-#endif
-
-/*============================================================================
- FXAA QUALITY - LOW DITHER PRESETS
-============================================================================*/
-#if (FXAA_QUALITY__PRESET == 20)
-# define FXAA_QUALITY__PS 3
-# define FXAA_QUALITY__P0 1.5
-# define FXAA_QUALITY__P1 2.0
-# define FXAA_QUALITY__P2 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 21)
-# define FXAA_QUALITY__PS 4
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 22)
-# define FXAA_QUALITY__PS 5
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 23)
-# define FXAA_QUALITY__PS 6
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 2.0
-# define FXAA_QUALITY__P5 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 24)
-# define FXAA_QUALITY__PS 7
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 2.0
-# define FXAA_QUALITY__P5 3.0
-# define FXAA_QUALITY__P6 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 25)
-# define FXAA_QUALITY__PS 8
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 2.0
-# define FXAA_QUALITY__P5 2.0
-# define FXAA_QUALITY__P6 4.0
-# define FXAA_QUALITY__P7 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 26)
-# define FXAA_QUALITY__PS 9
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 2.0
-# define FXAA_QUALITY__P5 2.0
-# define FXAA_QUALITY__P6 2.0
-# define FXAA_QUALITY__P7 4.0
-# define FXAA_QUALITY__P8 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 27)
-# define FXAA_QUALITY__PS 10
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 2.0
-# define FXAA_QUALITY__P5 2.0
-# define FXAA_QUALITY__P6 2.0
-# define FXAA_QUALITY__P7 2.0
-# define FXAA_QUALITY__P8 4.0
-# define FXAA_QUALITY__P9 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 28)
-# define FXAA_QUALITY__PS 11
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 2.0
-# define FXAA_QUALITY__P5 2.0
-# define FXAA_QUALITY__P6 2.0
-# define FXAA_QUALITY__P7 2.0
-# define FXAA_QUALITY__P8 2.0
-# define FXAA_QUALITY__P9 4.0
-# define FXAA_QUALITY__P10 8.0
-#endif
-/*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PRESET == 29)
-# define FXAA_QUALITY__PS 12
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.5
-# define FXAA_QUALITY__P2 2.0
-# define FXAA_QUALITY__P3 2.0
-# define FXAA_QUALITY__P4 2.0
-# define FXAA_QUALITY__P5 2.0
-# define FXAA_QUALITY__P6 2.0
-# define FXAA_QUALITY__P7 2.0
-# define FXAA_QUALITY__P8 2.0
-# define FXAA_QUALITY__P9 2.0
-# define FXAA_QUALITY__P10 4.0
-# define FXAA_QUALITY__P11 8.0
-#endif
-
-/*============================================================================
- FXAA QUALITY - EXTREME QUALITY
-============================================================================*/
-#if (FXAA_QUALITY__PRESET == 39)
-# define FXAA_QUALITY__PS 12
-# define FXAA_QUALITY__P0 1.0
-# define FXAA_QUALITY__P1 1.0
-# define FXAA_QUALITY__P2 1.0
-# define FXAA_QUALITY__P3 1.0
-# define FXAA_QUALITY__P4 1.0
-# define FXAA_QUALITY__P5 1.5
-# define FXAA_QUALITY__P6 2.0
-# define FXAA_QUALITY__P7 2.0
-# define FXAA_QUALITY__P8 2.0
-# define FXAA_QUALITY__P9 2.0
-# define FXAA_QUALITY__P10 4.0
-# define FXAA_QUALITY__P11 8.0
-#endif
-
-#define FxaaSat(x) clamp(x, 0.0, 1.0)
-
-#ifdef FXAA_ALPHA
-
-# define FxaaTexTop(t, p) textureLod(t, p, 0.0).aaaa
-# define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o).aaaa
-# define FxaaLuma(rgba) rgba.a
-
-#else
-
-# define FxaaTexTop(t, p) textureLod(t, p, 0.0)
-# define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
-
-/* (#B1#) */
-float FxaaLuma(vec4 rgba)
-{
- // note: sqrt because the sampled colors are in a linear colorspace!
- // this approximates a perceptual conversion, which is good enough for the
- // algorithm
- return sqrt(dot(rgba.rgb, vec3(0.2126, 0.7152, 0.0722)));
-}
-
-#endif
-
-/*============================================================================
-
- FXAA3 QUALITY - PC
-
-============================================================================*/
-/*--------------------------------------------------------------------------*/
-vec4 FxaaPixelShader(
- //
- // Use noperspective interpolation here (turn off perspective interpolation).
- // {xy} = center of pixel
- vec2 pos,
- //
- // Input color texture.
- // {rgb_} = color in linear or perceptual color space
- sampler2D tex,
- //
- // Only used on FXAA Quality.
- // This must be from a constant/uniform.
- // {x_} = 1.0/screenWidthInPixels
- // {_y} = 1.0/screenHeightInPixels
- vec2 fxaaQualityRcpFrame,
- //
- // Only used on FXAA Quality.
- // This used to be the FXAA_QUALITY__SUBPIX define.
- // It is here now to allow easier tuning.
- // Choose the amount of sub-pixel aliasing removal.
- // This can effect sharpness.
- // 1.00 - upper limit (softer)
- // 0.75 - default amount of filtering
- // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
- // 0.25 - almost off
- // 0.00 - completely off
- float fxaaQualitySubpix,
- //
- // Only used on FXAA Quality.
- // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
- // It is here now to allow easier tuning.
- // The minimum amount of local contrast required to apply algorithm.
- // 0.333 - too little (faster)
- // 0.250 - low quality
- // 0.166 - default
- // 0.125 - high quality
- // 0.063 - overkill (slower)
- float fxaaQualityEdgeThreshold,
- //
- // Only used on FXAA Quality.
- // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define.
- // It is here now to allow easier tuning.
- // Trims the algorithm from processing darks.
- // 0.0833 - upper limit (default, the start of visible unfiltered edges)
- // 0.0625 - high quality (faster)
- // 0.0312 - visible limit (slower)
- float fxaaQualityEdgeThresholdMin)
-{
- /*--------------------------------------------------------------------------*/
- vec2 posM;
- posM.x = pos.x;
- posM.y = pos.y;
- vec4 rgbyM = FxaaTexTop(tex, posM);
- float lumaM = FxaaLuma(rgbyM); // (#B4#)
- float lumaS = FxaaLuma(FxaaTexOff(tex, posM, ivec2(0, 1), fxaaQualityRcpFrame.xy));
- float lumaE = FxaaLuma(FxaaTexOff(tex, posM, ivec2(1, 0), fxaaQualityRcpFrame.xy));
- float lumaN = FxaaLuma(FxaaTexOff(tex, posM, ivec2(0, -1), fxaaQualityRcpFrame.xy));
- float lumaW = FxaaLuma(FxaaTexOff(tex, posM, ivec2(-1, 0), fxaaQualityRcpFrame.xy));
- /*--------------------------------------------------------------------------*/
- float maxSM = max(lumaS, lumaM);
- float minSM = min(lumaS, lumaM);
- float maxESM = max(lumaE, maxSM);
- float minESM = min(lumaE, minSM);
- float maxWN = max(lumaN, lumaW);
- float minWN = min(lumaN, lumaW);
- float rangeMax = max(maxWN, maxESM);
- float rangeMin = min(minWN, minESM);
- float rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
- float range = rangeMax - rangeMin;
- float rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
- bool earlyExit = range < rangeMaxClamped;
- /*--------------------------------------------------------------------------*/
- if (earlyExit) {
- return rgbyM;
- }
- /*--------------------------------------------------------------------------*/
- float lumaNW = FxaaLuma(FxaaTexOff(tex, posM, ivec2(-1, -1), fxaaQualityRcpFrame.xy));
- float lumaSE = FxaaLuma(FxaaTexOff(tex, posM, ivec2(1, 1), fxaaQualityRcpFrame.xy));
- float lumaNE = FxaaLuma(FxaaTexOff(tex, posM, ivec2(1, -1), fxaaQualityRcpFrame.xy));
- float lumaSW = FxaaLuma(FxaaTexOff(tex, posM, ivec2(-1, 1), fxaaQualityRcpFrame.xy));
- /*--------------------------------------------------------------------------*/
- float lumaNS = lumaN + lumaS;
- float lumaWE = lumaW + lumaE;
- float subpixRcpRange = 1.0 / range;
- float subpixNSWE = lumaNS + lumaWE;
- float edgeHorz1 = (-2.0 * lumaM) + lumaNS;
- float edgeVert1 = (-2.0 * lumaM) + lumaWE;
- /*--------------------------------------------------------------------------*/
- float lumaNESE = lumaNE + lumaSE;
- float lumaNWNE = lumaNW + lumaNE;
- float edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
- float edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
- /*--------------------------------------------------------------------------*/
- float lumaNWSW = lumaNW + lumaSW;
- float lumaSWSE = lumaSW + lumaSE;
- float edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
- float edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
- float edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
- float edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
- float edgeHorz = abs(edgeHorz3) + edgeHorz4;
- float edgeVert = abs(edgeVert3) + edgeVert4;
- /*--------------------------------------------------------------------------*/
- float subpixNWSWNESE = lumaNWSW + lumaNESE;
- float lengthSign = fxaaQualityRcpFrame.x;
- bool horzSpan = edgeHorz >= edgeVert;
- float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
- /*--------------------------------------------------------------------------*/
- if (!horzSpan) {
- lumaN = lumaW;
- }
- if (!horzSpan) {
- lumaS = lumaE;
- }
- if (horzSpan) {
- lengthSign = fxaaQualityRcpFrame.y;
- }
- float subpixB = (subpixA * (1.0 / 12.0)) - lumaM;
- /*--------------------------------------------------------------------------*/
- float gradientN = lumaN - lumaM;
- float gradientS = lumaS - lumaM;
- float lumaNN = lumaN + lumaM;
- float lumaSS = lumaS + lumaM;
- bool pairN = abs(gradientN) >= abs(gradientS);
- float gradient = max(abs(gradientN), abs(gradientS));
- if (pairN) {
- lengthSign = -lengthSign;
- }
- float subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
- /*--------------------------------------------------------------------------*/
- vec2 posB;
- posB.x = posM.x;
- posB.y = posM.y;
- vec2 offNP;
- offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
- offNP.y = (horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
- if (!horzSpan) {
- posB.x += lengthSign * 0.5;
- }
- if (horzSpan) {
- posB.y += lengthSign * 0.5;
- }
- /*--------------------------------------------------------------------------*/
- vec2 posN;
- posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
- posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
- vec2 posP;
- posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
- posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
- float subpixD = ((-2.0) * subpixC) + 3.0;
- float lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
- float subpixE = subpixC * subpixC;
- float lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
- /*--------------------------------------------------------------------------*/
- if (!pairN) {
- lumaNN = lumaSS;
- }
- float gradientScaled = gradient * 1.0 / 4.0;
- float lumaMM = lumaM - lumaNN * 0.5;
- float subpixF = subpixD * subpixE;
- bool lumaMLTZero = lumaMM < 0.0;
- /*--------------------------------------------------------------------------*/
- lumaEndN -= lumaNN * 0.5;
- lumaEndP -= lumaNN * 0.5;
- bool doneN = abs(lumaEndN) >= gradientScaled;
- bool doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P1;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P1;
- }
- bool doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P1;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P1;
- }
- /*--------------------------------------------------------------------------*/
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P2;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P2;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P2;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P2;
- }
- /*--------------------------------------------------------------------------*/
-#if (FXAA_QUALITY__PS > 3)
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P3;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P3;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P3;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P3;
- }
- /*--------------------------------------------------------------------------*/
-# if (FXAA_QUALITY__PS > 4)
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P4;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P4;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P4;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P4;
- }
- /*--------------------------------------------------------------------------*/
-# if (FXAA_QUALITY__PS > 5)
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P5;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P5;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P5;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P5;
- }
- /*--------------------------------------------------------------------------*/
-# if (FXAA_QUALITY__PS > 6)
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P6;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P6;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P6;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P6;
- }
- /*--------------------------------------------------------------------------*/
-# if (FXAA_QUALITY__PS > 7)
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P7;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P7;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P7;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P7;
- }
- /*--------------------------------------------------------------------------*/
-# if (FXAA_QUALITY__PS > 8)
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P8;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P8;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P8;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P8;
- }
- /*--------------------------------------------------------------------------*/
-# if (FXAA_QUALITY__PS > 9)
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P9;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P9;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P9;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P9;
- }
- /*--------------------------------------------------------------------------*/
-# if (FXAA_QUALITY__PS > 10)
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P10;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P10;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P10;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P10;
- }
- /*-------------------------------------------------------------------------*/
-# if (FXAA_QUALITY__PS > 11)
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P11;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P11;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P11;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P11;
- }
- /*-----------------------------------------------------------------------*/
-# if (FXAA_QUALITY__PS > 12)
- if (doneNP) {
- if (!doneN) {
- lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
- }
- if (!doneP) {
- lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
- }
- if (!doneN) {
- lumaEndN = lumaEndN - lumaNN * 0.5;
- }
- if (!doneP) {
- lumaEndP = lumaEndP - lumaNN * 0.5;
- }
- doneN = abs(lumaEndN) >= gradientScaled;
- doneP = abs(lumaEndP) >= gradientScaled;
- if (!doneN) {
- posN.x -= offNP.x * FXAA_QUALITY__P12;
- }
- if (!doneN) {
- posN.y -= offNP.y * FXAA_QUALITY__P12;
- }
- doneNP = (!doneN) || (!doneP);
- if (!doneP) {
- posP.x += offNP.x * FXAA_QUALITY__P12;
- }
- if (!doneP) {
- posP.y += offNP.y * FXAA_QUALITY__P12;
- }
- /*-----------------------------------------------------------------------*/
- }
-# endif
- /*-------------------------------------------------------------------------*/
- }
-# endif
- /*--------------------------------------------------------------------------*/
- }
-# endif
- /*--------------------------------------------------------------------------*/
- }
-# endif
- /*--------------------------------------------------------------------------*/
- }
-# endif
- /*--------------------------------------------------------------------------*/
- }
-# endif
- /*--------------------------------------------------------------------------*/
- }
-# endif
- /*--------------------------------------------------------------------------*/
- }
-# endif
- /*--------------------------------------------------------------------------*/
- }
-# endif
- /*--------------------------------------------------------------------------*/
- }
-#endif
- /*--------------------------------------------------------------------------*/
- }
- /*--------------------------------------------------------------------------*/
- float dstN = posM.x - posN.x;
- float dstP = posP.x - posM.x;
- if (!horzSpan) {
- dstN = posM.y - posN.y;
- }
- if (!horzSpan) {
- dstP = posP.y - posM.y;
- }
- /*--------------------------------------------------------------------------*/
- bool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
- float spanLength = (dstP + dstN);
- bool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
- float spanLengthRcp = 1.0 / spanLength;
- /*--------------------------------------------------------------------------*/
- bool directionN = dstN < dstP;
- float dst = min(dstN, dstP);
- bool goodSpan = directionN ? goodSpanN : goodSpanP;
- float subpixG = subpixF * subpixF;
- float pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
- float subpixH = subpixG * fxaaQualitySubpix;
- /*--------------------------------------------------------------------------*/
- float pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
- float pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
- if (!horzSpan) {
- posM.x += pixelOffsetSubpix * lengthSign;
- }
- if (horzSpan) {
- posM.y += pixelOffsetSubpix * lengthSign;
- }
- return vec4(FxaaTexTop(tex, posM).xyz, lumaM);
-}
-/*==========================================================================*/
diff --git a/source/blender/draw/modes/shaders/common_globals_lib.glsl b/source/blender/draw/modes/shaders/common_globals_lib.glsl
deleted file mode 100644
index d147b193ccf..00000000000
--- a/source/blender/draw/modes/shaders/common_globals_lib.glsl
+++ /dev/null
@@ -1,98 +0,0 @@
-
-/* keep in sync with GlobalsUboStorage */
-layout(std140) uniform globalsBlock
-{
- vec4 colorWire;
- vec4 colorWireEdit;
- vec4 colorActive;
- vec4 colorSelect;
- vec4 colorDupliSelect;
- vec4 colorDupli;
- vec4 colorLibrarySelect;
- vec4 colorLibrary;
- vec4 colorTransform;
- vec4 colorLight;
- vec4 colorSpeaker;
- vec4 colorCamera;
- vec4 colorEmpty;
- vec4 colorVertex;
- vec4 colorVertexSelect;
- vec4 colorVertexUnreferenced;
- vec4 colorVertexMissingData;
- vec4 colorEditMeshActive;
- vec4 colorEdgeSelect;
- vec4 colorEdgeSeam;
- vec4 colorEdgeSharp;
- vec4 colorEdgeCrease;
- vec4 colorEdgeBWeight;
- vec4 colorEdgeFaceSelect;
- vec4 colorEdgeFreestyle;
- vec4 colorFace;
- vec4 colorFaceSelect;
- vec4 colorFaceFreestyle;
- vec4 colorNormal;
- vec4 colorVNormal;
- vec4 colorLNormal;
- vec4 colorFaceDot;
- vec4 colorSkinRoot;
- vec4 colorDeselect;
- vec4 colorOutline;
- vec4 colorLightNoAlpha;
-
- vec4 colorBackground;
- vec4 colorEditMeshMiddle;
-
- vec4 colorHandleFree;
- vec4 colorHandleAuto;
- vec4 colorHandleVect;
- vec4 colorHandleAlign;
- vec4 colorHandleAutoclamp;
- vec4 colorHandleSelFree;
- vec4 colorHandleSelAuto;
- vec4 colorHandleSelVect;
- vec4 colorHandleSelAlign;
- vec4 colorHandleSelAutoclamp;
- vec4 colorNurbUline;
- vec4 colorNurbVline;
- vec4 colorNurbSelUline;
- vec4 colorNurbSelVline;
- vec4 colorActiveSpline;
-
- vec4 colorBonePose;
-
- vec4 colorCurrentFrame;
-
- vec4 colorGrid;
- vec4 colorGridEmphasise;
- vec4 colorGridAxisX;
- vec4 colorGridAxisY;
- vec4 colorGridAxisZ;
-
- float sizeLightCenter;
- float sizeLightCircle;
- float sizeLightCircleShadow;
- float sizeVertex;
- float sizeEdge;
- float sizeEdgeFix;
- float sizeFaceDot;
-
- float pad_globalsBlock;
-};
-
-/* data[0] (1st byte flags) */
-#define FACE_ACTIVE (1 << 0)
-#define FACE_SELECTED (1 << 1)
-#define FACE_FREESTYLE (1 << 2)
-#define VERT_UV_SELECT (1 << 3)
-#define VERT_UV_PINNED (1 << 4)
-#define EDGE_UV_SELECT (1 << 5)
-#define FACE_UV_ACTIVE (1 << 6)
-#define FACE_UV_SELECT (1 << 7)
-/* data[1] (2st byte flags) */
-#define VERT_ACTIVE (1 << 0)
-#define VERT_SELECTED (1 << 1)
-#define EDGE_ACTIVE (1 << 2)
-#define EDGE_SELECTED (1 << 3)
-#define EDGE_SEAM (1 << 4)
-#define EDGE_SHARP (1 << 5)
-#define EDGE_FREESTYLE (1 << 6)
diff --git a/source/blender/draw/modes/shaders/common_hair_lib.glsl b/source/blender/draw/modes/shaders/common_hair_lib.glsl
deleted file mode 100644
index cbcdc947bc7..00000000000
--- a/source/blender/draw/modes/shaders/common_hair_lib.glsl
+++ /dev/null
@@ -1,206 +0,0 @@
-/**
- * Library to create hairs dynamically from control points.
- * This is less bandwidth intensive than fetching the vertex attributes
- * but does more ALU work per vertex. This also reduces the amount
- * of data the CPU has to precompute and transfer for each update.
- */
-
-/**
- * hairStrandsRes: Number of points per hair strand.
- * 2 - no subdivision
- * 3+ - 1 or more interpolated points per hair.
- */
-uniform int hairStrandsRes = 8;
-
-/**
- * hairThicknessRes : Subdiv around the hair.
- * 1 - Wire Hair: Only one pixel thick, independent of view distance.
- * 2 - Polystrip Hair: Correct width, flat if camera is parallel.
- * 3+ - Cylinder Hair: Massive calculation but potentially perfect. Still need proper support.
- */
-uniform int hairThicknessRes = 1;
-
-/* Hair thickness shape. */
-uniform float hairRadRoot = 0.01;
-uniform float hairRadTip = 0.0;
-uniform float hairRadShape = 0.5;
-uniform bool hairCloseTip = true;
-
-uniform mat4 hairDupliMatrix;
-
-/* -- Per control points -- */
-uniform samplerBuffer hairPointBuffer; /* RGBA32F */
-#define point_position xyz
-#define point_time w /* Position along the hair length */
-
-/* -- Per strands data -- */
-uniform usamplerBuffer hairStrandBuffer; /* R32UI */
-uniform usamplerBuffer hairStrandSegBuffer; /* R16UI */
-
-/* Not used, use one buffer per uv layer */
-// uniform samplerBuffer hairUVBuffer; /* RG32F */
-// uniform samplerBuffer hairColBuffer; /* RGBA16 linear color */
-
-/* -- Subdivision stage -- */
-/**
- * We use a transform feedback to preprocess the strands and add more subdivision to it.
- * For the moment these are simple smooth interpolation but one could hope to see the full
- * children particle modifiers being evaluated at this stage.
- *
- * If no more subdivision is needed, we can skip this step.
- */
-
-#ifdef HAIR_PHASE_SUBDIV
-int hair_get_base_id(float local_time, int strand_segments, out float interp_time)
-{
- float time_per_strand_seg = 1.0 / float(strand_segments);
-
- float ratio = local_time / time_per_strand_seg;
- interp_time = fract(ratio);
-
- return int(ratio);
-}
-
-void hair_get_interp_attrs(
- out vec4 data0, out vec4 data1, out vec4 data2, out vec4 data3, out float interp_time)
-{
- float local_time = float(gl_VertexID % hairStrandsRes) / float(hairStrandsRes - 1);
-
- int hair_id = gl_VertexID / hairStrandsRes;
- int strand_offset = int(texelFetch(hairStrandBuffer, hair_id).x);
- int strand_segments = int(texelFetch(hairStrandSegBuffer, hair_id).x);
-
- int id = hair_get_base_id(local_time, strand_segments, interp_time);
-
- int ofs_id = id + strand_offset;
-
- data0 = texelFetch(hairPointBuffer, ofs_id - 1);
- data1 = texelFetch(hairPointBuffer, ofs_id);
- data2 = texelFetch(hairPointBuffer, ofs_id + 1);
- data3 = texelFetch(hairPointBuffer, ofs_id + 2);
-
- if (id <= 0) {
- /* root points. Need to reconstruct previous data. */
- data0 = data1 * 2.0 - data2;
- }
- if (id + 1 >= strand_segments) {
- /* tip points. Need to reconstruct next data. */
- data3 = data2 * 2.0 - data1;
- }
-}
-#endif
-
-/* -- Drawing stage -- */
-/**
- * For final drawing, the vertex index and the number of vertex per segment
- */
-
-#ifndef HAIR_PHASE_SUBDIV
-int hair_get_strand_id(void)
-{
- return gl_VertexID / (hairStrandsRes * hairThicknessRes);
-}
-
-int hair_get_base_id(void)
-{
- return gl_VertexID / hairThicknessRes;
-}
-
-/* Copied from cycles. */
-float hair_shaperadius(float shape, float root, float tip, float time)
-{
- float radius = 1.0 - time;
-
- if (shape < 0.0) {
- radius = pow(radius, 1.0 + shape);
- }
- else {
- radius = pow(radius, 1.0 / (1.0 - shape));
- }
-
- if (hairCloseTip && (time > 0.99)) {
- return 0.0;
- }
-
- return (radius * (root - tip)) + tip;
-}
-
-# ifdef OS_MAC
-in float dummy;
-# endif
-
-void hair_get_pos_tan_binor_time(bool is_persp,
- mat4 invmodel_mat,
- vec3 camera_pos,
- vec3 camera_z,
- out vec3 wpos,
- out vec3 wtan,
- out vec3 wbinor,
- out float time,
- out float thickness,
- out float thick_time)
-{
- int id = hair_get_base_id();
- vec4 data = texelFetch(hairPointBuffer, id);
- wpos = data.point_position;
- time = data.point_time;
-
-# ifdef OS_MAC
- /* Generate a dummy read to avoid the driver bug with shaders having no
- * vertex reads on macOS (T60171) */
- wpos.y += dummy * 0.0;
-# endif
-
- if (time == 0.0) {
- /* Hair root */
- wtan = texelFetch(hairPointBuffer, id + 1).point_position - wpos;
- }
- else {
- wtan = wpos - texelFetch(hairPointBuffer, id - 1).point_position;
- }
-
- wpos = (hairDupliMatrix * vec4(wpos, 1.0)).xyz;
- wtan = -normalize(mat3(hairDupliMatrix) * wtan);
-
- vec3 camera_vec = (is_persp) ? camera_pos - wpos : camera_z;
- wbinor = normalize(cross(camera_vec, wtan));
-
- thickness = hair_shaperadius(hairRadShape, hairRadRoot, hairRadTip, time);
-
- if (hairThicknessRes > 1) {
- thick_time = float(gl_VertexID % hairThicknessRes) / float(hairThicknessRes - 1);
- thick_time = thickness * (thick_time * 2.0 - 1.0);
-
- /* Take object scale into account.
- * NOTE: This only works fine with uniform scaling. */
- float scale = 1.0 / length(mat3(invmodel_mat) * wbinor);
-
- wpos += wbinor * thick_time * scale;
- }
-}
-
-vec2 hair_get_customdata_vec2(const samplerBuffer cd_buf)
-{
- int id = hair_get_strand_id();
- return texelFetch(cd_buf, id).rg;
-}
-
-vec3 hair_get_customdata_vec3(const samplerBuffer cd_buf)
-{
- int id = hair_get_strand_id();
- return texelFetch(cd_buf, id).rgb;
-}
-
-vec4 hair_get_customdata_vec4(const samplerBuffer cd_buf)
-{
- int id = hair_get_strand_id();
- return texelFetch(cd_buf, id).rgba;
-}
-
-vec3 hair_get_strand_pos(void)
-{
- int id = hair_get_strand_id() * hairStrandsRes;
- return texelFetch(hairPointBuffer, id).point_position;
-}
-
-#endif
diff --git a/source/blender/draw/modes/shaders/common_hair_refine_vert.glsl b/source/blender/draw/modes/shaders/common_hair_refine_vert.glsl
deleted file mode 100644
index 3f5e3f8226f..00000000000
--- a/source/blender/draw/modes/shaders/common_hair_refine_vert.glsl
+++ /dev/null
@@ -1,71 +0,0 @@
-
-/* To be compiled with common_hair_lib.glsl */
-
-out vec4 finalColor;
-
-vec4 get_weights_cardinal(float t)
-{
- float t2 = t * t;
- float t3 = t2 * t;
-#if defined(CARDINAL)
- float fc = 0.71;
-#else /* defined(CATMULL_ROM) */
- float fc = 0.5;
-#endif
-
- vec4 weights;
- /* GLSL Optimized version of key_curve_position_weights() */
- float fct = t * fc;
- float fct2 = t2 * fc;
- float fct3 = t3 * fc;
- weights.x = (fct2 * 2.0 - fct3) - fct;
- weights.y = (t3 * 2.0 - fct3) + (-t2 * 3.0 + fct2) + 1.0;
- weights.z = (-t3 * 2.0 + fct3) + (t2 * 3.0 - (2.0 * fct2)) + fct;
- weights.w = fct3 - fct2;
- return weights;
-}
-
-/* TODO(fclem): This one is buggy, find why. (it's not the optimization!!) */
-vec4 get_weights_bspline(float t)
-{
- float t2 = t * t;
- float t3 = t2 * t;
-
- vec4 weights;
- /* GLSL Optimized version of key_curve_position_weights() */
- weights.xz = vec2(-0.16666666, -0.5) * t3 + (0.5 * t2 + 0.5 * vec2(-t, t) + 0.16666666);
- weights.y = (0.5 * t3 - t2 + 0.66666666);
- weights.w = (0.16666666 * t3);
- return weights;
-}
-
-vec4 interp_data(vec4 v0, vec4 v1, vec4 v2, vec4 v3, vec4 w)
-{
- return v0 * w.x + v1 * w.y + v2 * w.z + v3 * w.w;
-}
-
-#ifdef TF_WORKAROUND
-uniform int targetWidth;
-uniform int targetHeight;
-uniform int idOffset;
-#endif
-
-void main(void)
-{
- float interp_time;
- vec4 data0, data1, data2, data3;
- hair_get_interp_attrs(data0, data1, data2, data3, interp_time);
-
- vec4 weights = get_weights_cardinal(interp_time);
- finalColor = interp_data(data0, data1, data2, data3, weights);
-
-#ifdef TF_WORKAROUND
- int id = gl_VertexID - idOffset;
- gl_Position.x = ((float(id % targetWidth) + 0.5) / float(targetWidth)) * 2.0 - 1.0;
- gl_Position.y = ((float(id / targetWidth) + 0.5) / float(targetHeight)) * 2.0 - 1.0;
- gl_Position.z = 0.0;
- gl_Position.w = 1.0;
-
- gl_PointSize = 1.0;
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/common_view_lib.glsl b/source/blender/draw/modes/shaders/common_view_lib.glsl
deleted file mode 100644
index 76089d1ae41..00000000000
--- a/source/blender/draw/modes/shaders/common_view_lib.glsl
+++ /dev/null
@@ -1,137 +0,0 @@
-#define COMMON_VIEW_LIB
-#define DRW_RESOURCE_CHUNK_LEN 512
-
-/* keep in sync with DRWManager.view_data */
-layout(std140) uniform viewBlock
-{
- /* Same order as DRWViewportMatrixType */
- mat4 ViewProjectionMatrix;
- mat4 ViewProjectionMatrixInverse;
- mat4 ViewMatrix;
- mat4 ViewMatrixInverse;
- mat4 ProjectionMatrix;
- mat4 ProjectionMatrixInverse;
-
- vec4 clipPlanes[6];
-
- /* TODO move it elsewhere. */
- vec4 CameraTexCoFactors;
-};
-
-#ifdef world_clip_planes_calc_clip_distance
-# undef world_clip_planes_calc_clip_distance
-# define world_clip_planes_calc_clip_distance(p) \
- _world_clip_planes_calc_clip_distance(p, clipPlanes)
-#endif
-
-uniform int resourceChunk;
-
-#ifdef GPU_VERTEX_SHADER
-# ifdef GL_ARB_shader_draw_parameters
-# define baseInstance gl_BaseInstanceARB
-# else /* no ARB_shader_draw_parameters */
-uniform int baseInstance;
-# endif
-
-# ifdef IN_PLACE_INSTANCES
-/* When drawing instances of an object at the same position. */
-# define instanceId 0
-# elif defined(GPU_DEPRECATED_AMD_DRIVER)
-/* A driver bug make it so that when using an attribute with GL_INT_2_10_10_10_REV as format,
- * the gl_InstanceID is incremented by the 2 bit component of the attrib.
- * Ignore gl_InstanceID then. */
-# define instanceId 0
-# else
-# define instanceId gl_InstanceID
-# endif
-
-# define resource_id (baseInstance + instanceId)
-
-/* Use this to declare and pass the value if
- * the fragment shader uses the resource_id. */
-# define RESOURCE_ID_VARYING flat out int resourceIDFrag;
-# define RESOURCE_ID_VARYING_GEOM flat out int resourceIDGeom;
-# define PASS_RESOURCE_ID resourceIDFrag = resource_id;
-# define PASS_RESOURCE_ID_GEOM resourceIDGeom = resource_id;
-#endif
-
-/* If used in a fragment / geometry shader, we pass
- * resource_id as varying. */
-#ifdef GPU_GEOMETRY_SHADER
-# define RESOURCE_ID_VARYING \
- flat out int resourceIDFrag; \
- flat in int resourceIDGeom[];
-
-# define resource_id resourceIDGeom
-# define PASS_RESOURCE_ID(i) resourceIDFrag = resource_id[i];
-#endif
-
-#ifdef GPU_FRAGMENT_SHADER
-flat in int resourceIDFrag;
-# define resource_id resourceIDFrag
-#endif
-
-#if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC)
-struct ObjectMatrices {
- mat4 drw_modelMatrix;
- mat4 drw_modelMatrixInverse;
-};
-
-layout(std140) uniform modelBlock
-{
- ObjectMatrices drw_matrices[DRW_RESOURCE_CHUNK_LEN];
-};
-
-# define ModelMatrix (drw_matrices[resource_id].drw_modelMatrix)
-# define ModelMatrixInverse (drw_matrices[resource_id].drw_modelMatrixInverse)
-
-#else /* GPU_INTEL */
-/* Intel GPU seems to suffer performance impact when the model matrix is in UBO storage.
- * So for now we just force using the legacy path. */
-/* Note that this is also a workaround of a problem on osx (amd or nvidia)
- * and older amd driver on windows. */
-uniform mat4 ModelMatrix;
-uniform mat4 ModelMatrixInverse;
-#endif
-
-#define resource_handle (resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)
-
-/** Transform shortcuts. */
-/* Rule of thumb: Try to reuse world positions and normals because converting though viewspace
- * will always be decomposed in at least 2 matrix operation. */
-
-/**
- * Some clarification:
- * Usually Normal matrix is transpose(inverse(ViewMatrix * ModelMatrix))
- *
- * But since it is slow to multiply matrices we decompose it. Decomposing
- * inversion and transposition both invert the product order leaving us with
- * the same original order:
- * transpose(ViewMatrixInverse) * transpose(ModelMatrixInverse)
- *
- * Knowing that the view matrix is orthogonal, the transpose is also the inverse.
- * Note: This is only valid because we are only using the mat3 of the ViewMatrixInverse.
- * ViewMatrix * transpose(ModelMatrixInverse)
- **/
-#define normal_object_to_view(n) (mat3(ViewMatrix) * (transpose(mat3(ModelMatrixInverse)) * n))
-#define normal_object_to_world(n) (transpose(mat3(ModelMatrixInverse)) * n)
-#define normal_world_to_object(n) (transpose(mat3(ModelMatrix)) * n)
-#define normal_world_to_view(n) (mat3(ViewMatrix) * n)
-
-#define point_object_to_ndc(p) (ViewProjectionMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0))
-#define point_object_to_view(p) ((ViewMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0)).xyz)
-#define point_object_to_world(p) ((ModelMatrix * vec4(p, 1.0)).xyz)
-#define point_view_to_ndc(p) (ProjectionMatrix * vec4(p, 1.0))
-#define point_view_to_object(p) ((ModelMatrixInverse * (ViewMatrixInverse * vec4(p, 1.0))).xyz)
-#define point_view_to_world(p) ((ViewMatrixInverse * vec4(p, 1.0)).xyz)
-#define point_world_to_ndc(p) (ViewProjectionMatrix * vec4(p, 1.0))
-#define point_world_to_object(p) ((ModelMatrixInverse * vec4(p, 1.0)).xyz)
-#define point_world_to_view(p) ((ViewMatrix * vec4(p, 1.0)).xyz)
-
-/* Due to some shader compiler bug, we somewhat need to access gl_VertexID
- * to make vertex shaders work. even if it's actually dead code. */
-#ifdef GPU_INTEL
-# define GPU_INTEL_VERTEX_SHADER_WORKAROUND gl_Position.x = float(gl_VertexID);
-#else
-# define GPU_INTEL_VERTEX_SHADER_WORKAROUND
-#endif
diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl
deleted file mode 100644
index d5674e8f570..00000000000
--- a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl
+++ /dev/null
@@ -1,115 +0,0 @@
-
-/* Keep the same value of `ACTIVE_NURB` in `draw_cache_imp_curve.c` */
-#define ACTIVE_NURB 1 << 2
-#define EVEN_U_BIT 1 << 3
-
-layout(lines) in;
-layout(triangle_strip, max_vertices = 10) out;
-
-uniform vec2 viewportSize;
-uniform bool showCurveHandles;
-
-flat in int vertFlag[];
-
-out vec4 finalColor;
-
-void output_line(vec2 offset, vec4 color)
-{
- finalColor = color;
-
- gl_Position = gl_in[0].gl_Position;
- gl_Position.xy += offset * gl_in[0].gl_Position.w;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
-#endif
- EmitVertex();
-
- gl_Position = gl_in[1].gl_Position;
- gl_Position.xy += offset * gl_in[1].gl_Position.w;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
-#endif
- EmitVertex();
-}
-
-void main()
-{
- vec4 v1 = gl_in[0].gl_Position;
- vec4 v2 = gl_in[1].gl_Position;
-
- int is_active_nurb = (vertFlag[1] & ACTIVE_NURB);
- int color_id = (vertFlag[1] >> 4);
-
- /* Don't output any edges if we don't show handles */
- if (!showCurveHandles && (color_id < 5)) {
- return;
- }
-
- bool edge_selected = (((vertFlag[1] | vertFlag[0]) & VERT_SELECTED) != 0);
-
- vec4 inner_color;
- if (color_id == 0) {
- inner_color = (edge_selected) ? colorHandleSelFree : colorHandleFree;
- }
- else if (color_id == 1) {
- inner_color = (edge_selected) ? colorHandleSelAuto : colorHandleAuto;
- }
- else if (color_id == 2) {
- inner_color = (edge_selected) ? colorHandleSelVect : colorHandleVect;
- }
- else if (color_id == 3) {
- inner_color = (edge_selected) ? colorHandleSelAlign : colorHandleAlign;
- }
- else if (color_id == 4) {
- inner_color = (edge_selected) ? colorHandleSelAutoclamp : colorHandleAutoclamp;
- }
- else {
- bool is_selected = (((vertFlag[1] & vertFlag[0]) & VERT_SELECTED) != 0);
- bool is_u_segment = (((vertFlag[1] ^ vertFlag[0]) & EVEN_U_BIT) != 0);
- if (is_u_segment) {
- inner_color = (is_selected) ? colorNurbSelUline : colorNurbUline;
- }
- else {
- inner_color = (is_selected) ? colorNurbSelVline : colorNurbVline;
- }
- }
-
- vec4 outer_color = (is_active_nurb != 0) ?
- mix(colorActiveSpline,
- inner_color,
- 0.25) /* Minimize active color bleeding on inner_color. */
- :
- vec4(inner_color.rgb, 0.0);
-
- vec2 v1_2 = (v2.xy / v2.w - v1.xy / v1.w);
- vec2 offset = sizeEdge * 4.0 / viewportSize; /* 4.0 is eyeballed */
-
- if (abs(v1_2.x * viewportSize.x) < abs(v1_2.y * viewportSize.y)) {
- offset.y = 0.0;
- }
- else {
- offset.x = 0.0;
- }
-
- /* draw the transparent border (AA). */
- if (is_active_nurb != 0) {
- offset *= 0.75; /* Don't make the active "halo" appear very thick. */
- output_line(offset * 2.0, vec4(colorActiveSpline.rgb, 0.0));
- }
-
- /* draw the outline. */
- output_line(offset, outer_color);
-
- /* draw the core of the line. */
- output_line(vec2(0.0), inner_color);
-
- /* draw the outline. */
- output_line(-offset, outer_color);
-
- /* draw the transparent border (AA). */
- if (is_active_nurb != 0) {
- output_line(offset * -2.0, vec4(colorActiveSpline.rgb, 0.0));
- }
-
- EndPrimitive();
-}
diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_vert.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_handle_vert.glsl
deleted file mode 100644
index 590c2905be6..00000000000
--- a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_vert.glsl
+++ /dev/null
@@ -1,19 +0,0 @@
-/* Draw Curve Handles */
-
-in vec3 pos;
-in int data;
-
-flat out int vertFlag;
-
-void main()
-{
- GPU_INTEL_VERTEX_SHADER_WORKAROUND
-
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
- vertFlag = data;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl
deleted file mode 100644
index 6eec43d99be..00000000000
--- a/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl
+++ /dev/null
@@ -1,32 +0,0 @@
-/* Draw Curve Vertices */
-
-uniform vec2 viewportSize;
-
-in vec3 pos;
-in int data;
-
-out vec4 finalColor;
-
-void main()
-{
- GPU_INTEL_VERTEX_SHADER_WORKAROUND
-
- if ((data & VERT_SELECTED) != 0) {
- if ((data & VERT_ACTIVE) != 0) {
- finalColor = colorEditMeshActive;
- }
- else {
- finalColor = colorVertexSelect;
- }
- }
- else {
- finalColor = colorVertex;
- }
-
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
- gl_PointSize = sizeVertex * 2.0;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_normals_vert.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_normals_vert.glsl
deleted file mode 100644
index e1d5319ffb9..00000000000
--- a/source/blender/draw/modes/shaders/edit_curve_overlay_normals_vert.glsl
+++ /dev/null
@@ -1,28 +0,0 @@
-/* Draw Curve Normals */
-
-uniform float normalSize;
-
-in vec3 pos;
-in vec3 nor;
-in vec3 tan;
-in float rad;
-
-void main()
-{
- GPU_INTEL_VERTEX_SHADER_WORKAROUND
-
- vec3 final_pos = pos;
-
- float flip = (gl_InstanceID != 0) ? -1.0 : 1.0;
-
- if (gl_VertexID % 2 == 0) {
- final_pos += normalSize * rad * (flip * nor - tan);
- }
-
- vec3 world_pos = point_object_to_world(final_pos);
- gl_Position = point_world_to_ndc(world_pos);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl
deleted file mode 100644
index e674b802f65..00000000000
--- a/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl
+++ /dev/null
@@ -1,19 +0,0 @@
-
-flat in int vertFlag;
-
-out vec4 FragColor;
-
-void main()
-{
- /* TODO: vertex size */
-
- if ((vertFlag & VERT_SELECTED) != 0) {
- FragColor = colorVertexSelect;
- }
- else if ((vertFlag & VERT_ACTIVE) != 0) {
- FragColor = colorEditMeshActive;
- }
- else {
- FragColor = colorVertex;
- }
-}
diff --git a/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl b/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl
deleted file mode 100644
index bc1975bac81..00000000000
--- a/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl
+++ /dev/null
@@ -1,44 +0,0 @@
-/* Draw Lattice Vertices */
-
-uniform vec2 viewportSize;
-
-in vec3 pos;
-in int data;
-
-/* these are the same for all vertices
- * and does not need interpolation */
-flat out int vertFlag;
-flat out int clipCase;
-
-/* See fragment shader */
-noperspective out vec4 eData1;
-flat out vec4 eData2;
-
-/* project to screen space */
-vec2 proj(vec4 pos)
-{
- return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
-}
-
-void main()
-{
- GPU_INTEL_VERTEX_SHADER_WORKAROUND
-
- clipCase = 0;
-
- vec3 world_pos = point_object_to_world(pos);
- vec4 pPos = point_world_to_ndc(world_pos);
-
- /* only vertex position 0 is used */
- eData1 = eData2 = vec4(1e10);
- eData2.zw = proj(pPos);
-
- vertFlag = data;
-
- gl_PointSize = sizeVertex * 2.0;
- gl_Position = pPos;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl
deleted file mode 100644
index b79bae45f23..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl
+++ /dev/null
@@ -1,76 +0,0 @@
-
-uniform bool selectFaces = true;
-uniform bool selectEdges = true;
-
-vec4 EDIT_MESH_edge_color_outer(int edge_flag, int face_flag, float crease, float bweight)
-{
- vec4 color = vec4(0.0);
- color = ((edge_flag & EDGE_FREESTYLE) != 0) ? colorEdgeFreestyle : color;
- color = ((edge_flag & EDGE_SHARP) != 0) ? colorEdgeSharp : color;
- color = (crease > 0.0) ? vec4(colorEdgeCrease.rgb, crease) : color;
- color = (bweight > 0.0) ? vec4(colorEdgeBWeight.rgb, bweight) : color;
- color = ((edge_flag & EDGE_SEAM) != 0) ? colorEdgeSeam : color;
- return color;
-}
-
-vec4 EDIT_MESH_edge_color_inner(int edge_flag)
-{
- vec4 color = colorWireEdit;
- vec4 color_select = (selectEdges) ? colorEdgeSelect : mix(colorEdgeSelect, colorWireEdit, .45);
- color = ((edge_flag & EDGE_SELECTED) != 0) ? color_select : color;
- color = ((edge_flag & EDGE_ACTIVE) != 0) ? colorEditMeshActive : color;
-
- color.a = (selectEdges || (edge_flag & (EDGE_SELECTED | EDGE_ACTIVE)) != 0) ? 1.0 : 0.4;
- return color;
-}
-
-vec4 EDIT_MESH_edge_vertex_color(int vertex_flag)
-{
- vec4 color = colorWireEdit;
- vec4 color_select = (selectEdges) ? colorEdgeSelect : mix(colorEdgeSelect, colorWireEdit, .45);
-
- bool edge_selected = (vertex_flag & (VERT_ACTIVE | VERT_SELECTED)) != 0;
- color = (edge_selected) ? color_select : color;
-
- color.a = (selectEdges || edge_selected) ? 1.0 : 0.4;
- return color;
-}
-
-vec4 EDIT_MESH_vertex_color(int vertex_flag)
-{
- if ((vertex_flag & VERT_ACTIVE) != 0) {
- return vec4(colorEditMeshActive.xyz, 1.0);
- }
- else if ((vertex_flag & VERT_SELECTED) != 0) {
- return colorVertexSelect;
- }
- else {
- return colorVertex;
- }
-}
-
-vec4 EDIT_MESH_face_color(int face_flag)
-{
- vec4 color = colorFace;
- vec4 color_active = mix(colorFaceSelect, colorEditMeshActive, 0.5);
- color = ((face_flag & FACE_FREESTYLE) != 0) ? colorFaceFreestyle : color;
- color = ((face_flag & FACE_SELECTED) != 0) ? colorFaceSelect : color;
- color = ((face_flag & FACE_ACTIVE) != 0) ? color_active : color;
- color.a *= ((face_flag & (FACE_FREESTYLE | FACE_SELECTED | FACE_ACTIVE)) == 0 || selectFaces) ?
- 1.0 :
- 0.5;
- return color;
-}
-
-vec4 EDIT_MESH_facedot_color(float facedot_flag)
-{
- if (facedot_flag < 0.0f) {
- return vec4(colorEditMeshActive.xyz, 1.0);
- }
- else if (facedot_flag > 0.0f) {
- return colorFaceDot;
- }
- else {
- return colorVertex;
- }
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl
deleted file mode 100644
index a8371958ec2..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl
+++ /dev/null
@@ -1,7 +0,0 @@
-flat in vec4 faceColor;
-out vec4 FragColor;
-
-void main()
-{
- FragColor = faceColor;
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl
deleted file mode 100644
index df37c6fb0bc..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl
+++ /dev/null
@@ -1,23 +0,0 @@
-
-uniform ivec4 dataMask = ivec4(0xFF);
-
-in vec3 pos;
-in ivec4 data;
-
-flat out vec4 faceColor;
-
-void main()
-{
- GPU_INTEL_VERTEX_SHADER_WORKAROUND
-
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
- ivec4 data_m = data & dataMask;
-
- faceColor = EDIT_MESH_face_color(data_m.x);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
deleted file mode 100644
index 7fe3cea8a42..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-
-#define M_1_SQRTPI 0.5641895835477563 /* 1/sqrt(pi) */
-
-/**
- * We want to know how much a pixel is covered by a line.
- * We replace the square pixel with acircle of the same area and try to find the intersection area.
- * The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
- * The formula for the area uses inverse trig function and is quite complexe. Instead,
- * we approximate it by using the smoothstep function and a 1.05 factor to the disc radius.
- */
-#define DISC_RADIUS (M_1_SQRTPI * 1.05)
-#define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS)
-#define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS)
-
-flat in vec4 finalColorOuter_f;
-in vec4 finalColor_f;
-noperspective in float edgeCoord_f;
-
-out vec4 FragColor;
-
-void main()
-{
- float dist = abs(edgeCoord_f) - max(sizeEdge - 0.5, 0.0);
- float dist_outer = dist - max(sizeEdge, 1.0);
-#ifdef USE_SMOOTH_WIRE
- float mix_w = smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist);
- float mix_w_outer = smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist_outer);
-#else
- float mix_w = step(0.5, dist);
- float mix_w_outer = step(0.5, dist_outer);
-#endif
- /* Line color & alpha. */
- FragColor = mix(finalColorOuter_f, finalColor_f, 1.0 - mix_w * finalColorOuter_f.a);
- /* Line edges shape. */
- FragColor.a *= 1.0 - (finalColorOuter_f.a > 0.0 ? mix_w_outer : mix_w);
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl
deleted file mode 100644
index 047bd1dccc6..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl
+++ /dev/null
@@ -1,91 +0,0 @@
-
-layout(lines) in;
-layout(triangle_strip, max_vertices = 4) out;
-
-uniform vec2 viewportSize;
-uniform vec2 viewportSizeInv;
-
-in vec4 finalColor[2];
-in vec4 finalColorOuter[2];
-in int selectOveride[2];
-
-flat out vec4 finalColorOuter_f;
-out vec4 finalColor_f;
-noperspective out float edgeCoord_f;
-
-void do_vertex(vec4 color, vec4 pos, float coord, vec2 offset)
-{
- finalColor_f = color;
- edgeCoord_f = coord;
- gl_Position = pos;
- /* Multiply offset by 2 because gl_Position range is [-1..1]. */
- gl_Position.xy += offset * 2.0 * pos.w;
- /* Correct but fails due to an AMD compiler bug, see: T62792.
- * Do inline instead. */
-#if 0
- world_clip_planes_set_clip_distance(gl_in[i].gl_ClipDistance);
-#endif
- EmitVertex();
-}
-
-void main()
-{
- vec2 ss_pos[2];
-
- /* Clip line against near plane to avoid deformed lines. */
- vec4 pos0 = gl_in[0].gl_Position;
- vec4 pos1 = gl_in[1].gl_Position;
- vec2 pz_ndc = vec2(pos0.z / pos0.w, pos1.z / pos1.w);
- bvec2 clipped = lessThan(pz_ndc, vec2(-1.0));
- if (all(clipped)) {
- /* Totally clipped. */
- return;
- }
-
- vec4 pos01 = pos0 - pos1;
- float ofs = abs((pz_ndc.y + 1.0) / (pz_ndc.x - pz_ndc.y));
- if (clipped.y) {
- pos1 += pos01 * ofs;
- }
- else if (clipped.x) {
- pos0 -= pos01 * (1.0 - ofs);
- }
-
- ss_pos[0] = pos0.xy / pos0.w;
- ss_pos[1] = pos1.xy / pos1.w;
-
- vec2 line = ss_pos[0] - ss_pos[1];
- line = abs(line) * viewportSize;
-
- finalColorOuter_f = finalColorOuter[0];
- float half_size = sizeEdge;
- /* Enlarge edge for flag display. */
- half_size += (finalColorOuter_f.a > 0.0) ? max(sizeEdge, 1.0) : 0.0;
-
-#ifdef USE_SMOOTH_WIRE
- /* Add 1 px for AA */
- half_size += 0.5;
-#endif
-
- vec3 edge_ofs = half_size * viewportSizeInv.xyy * vec3(1.0, 1.0, 0.0);
-
- bool horizontal = line.x > line.y;
- edge_ofs = (horizontal) ? edge_ofs.zyz : edge_ofs.xzz;
-
-#ifdef USE_WORLD_CLIP_PLANES
- /* Due to an AMD glitch, this line was moved out of the `do_vertex`
- * function (see T62792). */
- world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
-#endif
- do_vertex(finalColor[0], pos0, half_size, edge_ofs.xy);
- do_vertex(finalColor[0], pos0, -half_size, -edge_ofs.xy);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
-#endif
- vec4 final_color = (selectOveride[0] == 0) ? finalColor[1] : finalColor[0];
- do_vertex(final_color, pos1, half_size, edge_ofs.xy);
- do_vertex(final_color, pos1, -half_size, -edge_ofs.xy);
-
- EndPrimitive();
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_ghost_clear_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_ghost_clear_vert.glsl
deleted file mode 100644
index 9a53038a252..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_ghost_clear_vert.glsl
+++ /dev/null
@@ -1,7 +0,0 @@
-
-in vec2 pos;
-
-void main()
-{
- gl_Position = vec4(pos, 1.0, 1.0);
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_mesh_analysis_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_mesh_analysis_frag.glsl
deleted file mode 100644
index 8d96c0e418f..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_mesh_analysis_frag.glsl
+++ /dev/null
@@ -1,8 +0,0 @@
-out vec4 fragColor;
-
-in vec4 weightColor;
-
-void main()
-{
- fragColor = weightColor;
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_mesh_analysis_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_mesh_analysis_vert.glsl
deleted file mode 100644
index b89a3f407f9..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_mesh_analysis_vert.glsl
+++ /dev/null
@@ -1,35 +0,0 @@
-
-in vec3 pos;
-in float weight;
-
-uniform sampler1D weightTex;
-
-out vec4 weightColor;
-
-vec3 weight_to_rgb(float t)
-{
- if (t < 0.0) {
- /* Minimum color, grey */
- return vec3(0.25, 0.25, 0.25);
- }
- else if (t > 1.0) {
- /* Error color */
- return vec3(1.0, 0.0, 1.0);
- }
- else {
- return texture(weightTex, t).rgb;
- }
-}
-
-void main()
-{
- GPU_INTEL_VERTEX_SHADER_WORKAROUND
-
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
- weightColor = vec4(weight_to_rgb(weight), 1.0);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_mix_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_mix_frag.glsl
deleted file mode 100644
index a3fcfd880d3..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_mix_frag.glsl
+++ /dev/null
@@ -1,22 +0,0 @@
-
-out vec4 FragColor;
-
-uniform sampler2D wireColor;
-uniform sampler2D wireDepth;
-uniform sampler2D sceneDepth;
-uniform float alpha;
-
-void main()
-{
- ivec2 uv = ivec2(gl_FragCoord.xy);
- float wire_depth = texelFetch(wireDepth, uv, 0).r;
- float scene_depth = texelFetch(sceneDepth, uv, 0).r;
- vec4 wire_color = texelFetch(wireColor, uv, 0).rgba;
-
- FragColor = wire_color;
-
- /* Modulate alpha if occluded */
- if (wire_depth > scene_depth) {
- FragColor.a *= alpha;
- }
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
deleted file mode 100644
index af0a47f1858..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
+++ /dev/null
@@ -1,79 +0,0 @@
-
-uniform float faceAlphaMod;
-uniform ivec4 dataMask = ivec4(0xFF);
-
-in ivec4 data;
-in vec3 pos;
-#ifndef FACEDOT
-in vec3 vnor;
-#else
-in vec4 norAndFlag;
-# define vnor norAndFlag.xyz
-#endif
-
-out vec4 finalColor;
-out vec4 finalColorOuter;
-#ifdef USE_GEOM_SHADER
-out int selectOveride;
-#endif
-
-void main()
-{
- GPU_INTEL_VERTEX_SHADER_WORKAROUND
-
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
- ivec4 m_data = data & dataMask;
-
-#if defined(VERT)
- finalColor = EDIT_MESH_vertex_color(m_data.y);
- gl_PointSize = sizeVertex * 2.0;
- /* Make selected and active vertex always on top. */
- if ((data.x & VERT_SELECTED) != 0) {
- gl_Position.z -= 1e-7;
- }
- if ((data.x & VERT_ACTIVE) != 0) {
- gl_Position.z -= 1e-7;
- }
-
-#elif defined(EDGE)
-# ifdef FLAT
- finalColor = EDIT_MESH_edge_color_inner(m_data.y);
- selectOveride = 1;
-# else
- finalColor = EDIT_MESH_edge_vertex_color(m_data.y);
- selectOveride = (m_data.y & EDGE_SELECTED);
-# endif
-
- float crease = float(m_data.z) / 255.0;
- float bweight = float(m_data.w) / 255.0;
- finalColorOuter = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, crease, bweight);
-
-#elif defined(FACE)
- finalColor = EDIT_MESH_face_color(m_data.x);
- finalColor.a *= faceAlphaMod;
-
-#elif defined(FACEDOT)
- finalColor = EDIT_MESH_facedot_color(norAndFlag.w);
- /* Bias Facedot Z position in clipspace. */
- gl_Position.z -= 0.00035;
- gl_PointSize = sizeFaceDot;
-
-#endif
-
-#if !defined(FACE)
- /* Facing based color blend */
- vec3 vpos = point_world_to_view(world_pos);
- vec3 view_normal = normalize(normal_object_to_view(vnor) + 1e-4);
- vec3 view_vec = (ProjectionMatrix[3][3] == 0.0) ? normalize(vpos) : vec3(0.0, 0.0, 1.0);
- float facing = dot(view_vec, view_normal);
- facing = 1.0 - abs(facing) * 0.2;
-
- finalColor.rgb = mix(colorEditMeshMiddle.rgb, finalColor.rgb, facing);
-#endif
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_skin_root_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_skin_root_vert.glsl
deleted file mode 100644
index 5187571b27b..00000000000
--- a/source/blender/draw/modes/shaders/edit_mesh_skin_root_vert.glsl
+++ /dev/null
@@ -1,30 +0,0 @@
-/* Need dedicated obmat since we use instancing attribs
- * (we cannot let have baseinstance mess them). */
-uniform vec4 editModelMat[4];
-uniform vec3 screen_vecs[2];
-
-/* ---- Instantiated Attrs ---- */
-in vec2 pos;
-
-/* ---- Per instance Attrs ---- */
-in float size;
-in vec3 local_pos;
-
-flat out vec4 finalColor;
-
-void main()
-{
- mat4 obmat = mat4(editModelMat[0], editModelMat[1], editModelMat[2], editModelMat[3]);
- /* Could be optimized... but it is only for a handful of verts so not a priority. */
- mat3 imat = inverse(mat3(obmat));
- vec3 right = normalize(imat * vec3(screen_vecs[0]));
- vec3 up = normalize(imat * vec3(screen_vecs[1]));
- vec3 screen_pos = (right * pos.x + up * pos.y) * size;
- vec4 pos_4d = obmat * vec4(local_pos + screen_pos, 1.0);
- gl_Position = ViewProjectionMatrix * pos_4d;
- finalColor = colorSkinRoot;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(pos_4d.xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/edit_normals_geom.glsl b/source/blender/draw/modes/shaders/edit_normals_geom.glsl
deleted file mode 100644
index 5f43c13478d..00000000000
--- a/source/blender/draw/modes/shaders/edit_normals_geom.glsl
+++ /dev/null
@@ -1,18 +0,0 @@
-
-layout(points) in;
-layout(line_strip, max_vertices = 2) out;
-
-flat in vec4 v1[1];
-flat in vec4 v2[1];
-
-void main()
-{
- for (int v = 0; v < 2; v++) {
- gl_Position = (v == 0) ? v1[0] : v2[0];
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
-#endif
- EmitVertex();
- }
- EndPrimitive();
-}
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
-}
diff --git a/source/blender/draw/modes/shaders/object_camera_image_frag.glsl b/source/blender/draw/modes/shaders/object_camera_image_frag.glsl
deleted file mode 100644
index 7804ebdb8c9..00000000000
--- a/source/blender/draw/modes/shaders/object_camera_image_frag.glsl
+++ /dev/null
@@ -1,25 +0,0 @@
-in vec2 texCoord_interp;
-out vec4 fragColor;
-
-uniform sampler2D image;
-uniform float alpha;
-uniform bool imagePremultiplied;
-
-void main()
-{
-#ifdef DRW_STATE_DO_COLOR_MANAGEMENT
- /* render engine has already applied the view transform. We sample the
- * camera images as srgb*/
- vec4 color = texture_read_as_srgb(image, imagePremultiplied, texCoord_interp);
-
-#else
- /* Render engine renders in linearrgb. We sample the camera images as
- * linearrgb */
- vec4 color = texture_read_as_linearrgb(image, imagePremultiplied, texCoord_interp);
-#endif
-
- color.a *= alpha;
- color.rgb *= color.a;
-
- fragColor = color;
-}
diff --git a/source/blender/draw/modes/shaders/object_camera_image_vert.glsl b/source/blender/draw/modes/shaders/object_camera_image_vert.glsl
deleted file mode 100644
index 61b88c013aa..00000000000
--- a/source/blender/draw/modes/shaders/object_camera_image_vert.glsl
+++ /dev/null
@@ -1,18 +0,0 @@
-uniform mat4 TransformMat;
-uniform float flipX;
-uniform float flipY;
-uniform float depth;
-
-in vec2 texCoord;
-in vec2 pos;
-
-out vec2 texCoord_interp;
-
-void main()
-{
- vec4 position = TransformMat * vec4((pos - 0.5) * 2.0, 1.0, 1.0);
- gl_Position = vec4(position.xy, depth, 1.0);
-
- vec2 uv_mul = vec2(flipX, flipY);
- texCoord_interp = texCoord * uv_mul;
-}
diff --git a/source/blender/draw/modes/shaders/object_color_axes_vert.glsl b/source/blender/draw/modes/shaders/object_color_axes_vert.glsl
deleted file mode 100644
index 239dec30c42..00000000000
--- a/source/blender/draw/modes/shaders/object_color_axes_vert.glsl
+++ /dev/null
@@ -1,35 +0,0 @@
-
-uniform mat4 ViewProjectionMatrix;
-uniform vec3 screenVecs[3];
-
-/* ---- Instantiated Attrs ---- */
-in float axis; /* position on the axis. [0.0-1.0] is X axis, [1.0-2.0] is Y, etc... */
-in vec2 screenPos;
-in vec3 colorAxis;
-
-/* ---- Per instance Attrs ---- */
-in mat4 InstanceModelMatrix;
-in vec4 color;
-
-flat out vec4 finalColor;
-
-void main()
-{
- float draw_size = 4.0;
- vec3 chosen_axis = InstanceModelMatrix[int(axis)].xyz;
- vec3 loc = InstanceModelMatrix[3].xyz;
- vec3 wpos = loc + chosen_axis * fract(axis) * draw_size;
- vec3 spos = screenVecs[0].xyz * screenPos.x + screenVecs[1].xyz * screenPos.y;
- /* Scale uniformly by axis length */
- spos *= length(chosen_axis) * draw_size;
-
- vec4 pos_4d = vec4(wpos + spos, 1.0);
- gl_Position = ViewProjectionMatrix * pos_4d;
-
- finalColor.rgb = mix(colorAxis, color.rgb, color.a);
- finalColor.a = 1.0;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(pos_4d.xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/object_empty_axes_vert.glsl b/source/blender/draw/modes/shaders/object_empty_axes_vert.glsl
deleted file mode 100644
index 43c8e313fc3..00000000000
--- a/source/blender/draw/modes/shaders/object_empty_axes_vert.glsl
+++ /dev/null
@@ -1,35 +0,0 @@
-
-uniform mat4 ViewProjectionMatrix;
-
-uniform vec3 screenVecs[3];
-
-/* ---- Instantiated Attrs ---- */
-in float axis; /* position on the axis. [0.0-1.0] is X axis, [1.0-2.0] is Y, etc... */
-in vec2 screenPos;
-
-/* ---- Per instance Attrs ---- */
-in vec3 color;
-in float size;
-in mat4 InstanceModelMatrix;
-
-flat out vec4 finalColor;
-
-void main()
-{
- float draw_size = 4.0 * size;
- vec3 chosen_axis = InstanceModelMatrix[int(axis)].xyz;
- vec3 loc = InstanceModelMatrix[3].xyz;
- vec3 wpos = loc + chosen_axis * fract(axis) * draw_size;
- vec3 spos = screenVecs[0].xyz * screenPos.x + screenVecs[1].xyz * screenPos.y;
- /* Scale uniformly by axis length */
- spos *= length(chosen_axis) * draw_size;
-
- vec4 pos_4d = vec4(wpos + spos, 1.0);
- gl_Position = ViewProjectionMatrix * pos_4d;
-
- finalColor = vec4(color, 1.0);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(pos_4d.xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/object_empty_image_frag.glsl b/source/blender/draw/modes/shaders/object_empty_image_frag.glsl
deleted file mode 100644
index e33aa6cdcc1..00000000000
--- a/source/blender/draw/modes/shaders/object_empty_image_frag.glsl
+++ /dev/null
@@ -1,53 +0,0 @@
-
-flat in vec4 finalColor;
-
-#ifndef USE_WIRE
-in vec2 texCoord_interp;
-#endif
-
-out vec4 fragColor;
-
-#ifndef USE_WIRE
-uniform sampler2D image;
-uniform bool imagePremultiplied;
-#endif
-
-uniform int depthMode;
-uniform bool useAlphaTest;
-
-void main()
-{
-#ifdef USE_WIRE
- fragColor = finalColor;
-#else
- vec4 tex_col = texture_read_as_srgb(image, imagePremultiplied, texCoord_interp);
- fragColor = finalColor * tex_col;
-
- if (useAlphaTest) {
- /* Arbitrary discard anything below 5% opacity.
- * Note that this could be exposed to the User. */
- if (tex_col.a < 0.05) {
- discard;
- }
- else {
- fragColor.a = 1.0;
- }
- }
-#endif
-
- if (depthMode == DEPTH_BACK) {
- gl_FragDepth = 0.999999;
-#ifdef USE_WIRE
- gl_FragDepth -= 1e-5;
-#endif
- }
- else if (depthMode == DEPTH_FRONT) {
- gl_FragDepth = 0.000001;
-#ifdef USE_WIRE
- gl_FragDepth -= 1e-5;
-#endif
- }
- else if (depthMode == DEPTH_UNCHANGED) {
- gl_FragDepth = gl_FragCoord.z;
- }
-}
diff --git a/source/blender/draw/modes/shaders/object_empty_image_vert.glsl b/source/blender/draw/modes/shaders/object_empty_image_vert.glsl
deleted file mode 100644
index 36e86290be7..00000000000
--- a/source/blender/draw/modes/shaders/object_empty_image_vert.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-
-uniform vec2 aspect;
-uniform float size;
-uniform vec2 offset;
-#ifdef USE_WIRE
-uniform vec3 color;
-#else
-uniform vec4 objectColor;
-#endif
-
-in vec2 texCoord;
-in vec2 pos;
-
-flat out vec4 finalColor;
-
-#ifndef USE_WIRE
-out vec2 texCoord_interp;
-#endif
-
-void main()
-{
- vec3 pos = vec3((pos + offset) * (size * aspect), 0.0);
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-#ifdef USE_WIRE
- gl_Position.z -= 1e-5;
- finalColor = vec4(color, 1.0);
-#else
- texCoord_interp = texCoord;
- finalColor = objectColor;
-#endif
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/object_grid_frag.glsl b/source/blender/draw/modes/shaders/object_grid_frag.glsl
deleted file mode 100644
index 751d839eb79..00000000000
--- a/source/blender/draw/modes/shaders/object_grid_frag.glsl
+++ /dev/null
@@ -1,249 +0,0 @@
-
-/* Infinite grid
- * Author: Clément Foucault */
-
-/* We use the normalized local position to avoid precision
- * loss during interpolation. */
-in vec3 local_pos;
-
-out vec4 FragColor;
-
-uniform vec3 planeAxes;
-uniform vec3 screenVecs[2];
-uniform float gridDistance;
-uniform float meshSize;
-uniform float lineKernel = 0.0;
-uniform sampler2D depthBuffer;
-
-#define cameraPos (ViewMatrixInverse[3].xyz)
-
-uniform int gridFlag;
-
-#define STEPS_LEN 8
-uniform float gridSteps[STEPS_LEN] = float[](0.001, 0.01, 0.1, 1.0, 10.0, 100.0, 1000.0, 10000.0);
-
-#define AXIS_X (1 << 0)
-#define AXIS_Y (1 << 1)
-#define AXIS_Z (1 << 2)
-#define GRID (1 << 3)
-#define PLANE_XY (1 << 4)
-#define PLANE_XZ (1 << 5)
-#define PLANE_YZ (1 << 6)
-#define GRID_BACK (1 << 9) /* grid is behind objects */
-
-#define M_1_SQRTPI 0.5641895835477563 /* 1/sqrt(pi) */
-
-/**
- * We want to know how much a pixel is covered by a line.
- * We replace the square pixel with acircle of the same area and try to find the intersection area.
- * The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
- * The formula for the area uses inverse trig function and is quite complexe. Instead,
- * we approximate it by using the smoothstep function and a 1.05 factor to the disc radius.
- */
-#define DISC_RADIUS (M_1_SQRTPI * 1.05)
-#define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS)
-#define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS)
-
-float get_grid(vec2 co, vec2 fwidthCos, float grid_size)
-{
- float half_size = grid_size / 2.0;
- /* triangular wave pattern, amplitude is [0, half_size] */
- vec2 grid_domain = abs(mod(co + half_size, grid_size) - half_size);
- /* modulate by the absolute rate of change of the coordinates
- * (make lines have the same width under perspective) */
- grid_domain /= fwidthCos;
-
- /* collapse waves */
- float line_dist = min(grid_domain.x, grid_domain.y);
-
- return 1.0 - smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, line_dist - lineKernel);
-}
-
-vec3 get_axes(vec3 co, vec3 fwidthCos, float line_size)
-{
- vec3 axes_domain = abs(co);
- /* modulate by the absolute rate of change of the coordinates
- * (make line have the same width under perspective) */
- axes_domain /= fwidthCos;
-
- return 1.0 - smoothstep(GRID_LINE_SMOOTH_START,
- GRID_LINE_SMOOTH_END,
- axes_domain - (line_size + lineKernel));
-}
-
-#define linearstep(p0, p1, v) (clamp(((v) - (p0)) / abs((p1) - (p0)), 0.0, 1.0))
-
-void main()
-{
- vec3 wPos = local_pos * meshSize;
- vec3 dFdxPos = dFdx(wPos);
- vec3 dFdyPos = dFdy(wPos);
- vec3 fwidthPos = abs(dFdxPos) + abs(dFdyPos);
- wPos += cameraPos * planeAxes;
-
- float dist, fade;
- /* if persp */
- if (ProjectionMatrix[3][3] == 0.0) {
- vec3 viewvec = cameraPos - wPos;
- dist = length(viewvec);
- viewvec /= dist;
-
- float angle;
- if ((gridFlag & PLANE_XZ) != 0) {
- angle = viewvec.y;
- }
- else if ((gridFlag & PLANE_YZ) != 0) {
- angle = viewvec.x;
- }
- else {
- angle = viewvec.z;
- }
-
- angle = 1.0 - abs(angle);
- angle *= angle;
- fade = 1.0 - angle * angle;
- fade *= 1.0 - smoothstep(0.0, gridDistance, dist - gridDistance);
- }
- else {
- dist = abs(gl_FragCoord.z * 2.0 - 1.0);
- fade = 1.0 - smoothstep(0.0, 0.5, dist - 0.5);
- dist = 1.0; /* avoid branch after */
-
- if ((gridFlag & PLANE_XY) != 0) {
- float angle = 1.0 - abs(ViewMatrixInverse[2].z);
- dist = 1.0 + angle * 2.0;
- angle *= angle;
- fade *= 1.0 - angle * angle;
- }
- }
-
- if ((gridFlag & GRID) != 0) {
- /* Using `max(dot(dFdxPos, screenVecs[0]), dot(dFdyPos, screenVecs[1]))`
- * would be more accurate, but not really necessary. */
- float grid_res = dot(dFdxPos, screenVecs[0]);
-
- /* The gride begins to appear when it comprises 4 pixels */
- grid_res *= 4;
-
- /* from biggest to smallest */
- vec4 scale;
-#if 0
- int step_id = 0;
- scale[0] = 0.0;
- scale[1] = gridSteps[0];
- while (scale[1] < grid_res && step_id != STEPS_LEN - 1) {
- scale[0] = scale[1];
- scale[1] = gridSteps[++step_id];
- }
- scale[2] = gridSteps[min(step_id + 1, STEPS_LEN - 1)];
- scale[3] = gridSteps[min(step_id + 2, STEPS_LEN - 1)];
-#else
- /* For more efficiency, unroll the loop above. */
- if (gridSteps[0] > grid_res) {
- scale = vec4(0.0, gridSteps[0], gridSteps[1], gridSteps[2]);
- }
- else if (gridSteps[1] > grid_res) {
- scale = vec4(gridSteps[0], gridSteps[1], gridSteps[2], gridSteps[3]);
- }
- else if (gridSteps[2] > grid_res) {
- scale = vec4(gridSteps[1], gridSteps[2], gridSteps[3], gridSteps[4]);
- }
- else if (gridSteps[3] > grid_res) {
- scale = vec4(gridSteps[2], gridSteps[3], gridSteps[4], gridSteps[5]);
- }
- else if (gridSteps[4] > grid_res) {
- scale = vec4(gridSteps[3], gridSteps[4], gridSteps[5], gridSteps[6]);
- }
- else if (gridSteps[5] > grid_res) {
- scale = vec4(gridSteps[4], gridSteps[5], gridSteps[6], gridSteps[7]);
- }
- else if (gridSteps[6] > grid_res) {
- scale = vec4(gridSteps[5], gridSteps[6], gridSteps[7], gridSteps[7]);
- }
- else {
- scale = vec4(gridSteps[6], gridSteps[7], gridSteps[7], gridSteps[7]);
- }
-#endif
- float blend = 1.0 - linearstep(scale[0], scale[1], grid_res);
- blend = blend * blend * blend;
-
- vec2 grid_pos, grid_fwidth;
- if ((gridFlag & PLANE_XZ) != 0) {
- grid_pos = wPos.xz;
- grid_fwidth = fwidthPos.xz;
- }
- else if ((gridFlag & PLANE_YZ) != 0) {
- grid_pos = wPos.yz;
- grid_fwidth = fwidthPos.yz;
- }
- else {
- grid_pos = wPos.xy;
- grid_fwidth = fwidthPos.xy;
- }
-
- float gridA = get_grid(grid_pos, grid_fwidth, scale[1]);
- float gridB = get_grid(grid_pos, grid_fwidth, scale[2]);
- float gridC = get_grid(grid_pos, grid_fwidth, scale[3]);
-
- FragColor = colorGrid;
- FragColor.a *= gridA * blend;
- FragColor = mix(FragColor, mix(colorGrid, colorGridEmphasise, blend), gridB);
- FragColor = mix(FragColor, colorGridEmphasise, gridC);
- }
- else {
- FragColor = vec4(colorGrid.rgb, 0.0);
- }
-
- if ((gridFlag & (AXIS_X | AXIS_Y | AXIS_Z)) != 0) {
- /* Setup axes 'domains' */
- vec3 axes_dist, axes_fwidth;
-
- if ((gridFlag & AXIS_X) != 0) {
- axes_dist.x = dot(wPos.yz, planeAxes.yz);
- axes_fwidth.x = dot(fwidthPos.yz, planeAxes.yz);
- }
- if ((gridFlag & AXIS_Y) != 0) {
- axes_dist.y = dot(wPos.xz, planeAxes.xz);
- axes_fwidth.y = dot(fwidthPos.xz, planeAxes.xz);
- }
- if ((gridFlag & AXIS_Z) != 0) {
- axes_dist.z = dot(wPos.xy, planeAxes.xy);
- axes_fwidth.z = dot(fwidthPos.xy, planeAxes.xy);
- }
-
- /* Computing all axes at once using vec3 */
- vec3 axes = get_axes(axes_dist, axes_fwidth, 0.1);
-
- if ((gridFlag & AXIS_X) != 0) {
- FragColor.a = max(FragColor.a, axes.x);
- FragColor.rgb = (axes.x < 1e-8) ? FragColor.rgb : colorGridAxisX.rgb;
- }
- if ((gridFlag & AXIS_Y) != 0) {
- FragColor.a = max(FragColor.a, axes.y);
- FragColor.rgb = (axes.y < 1e-8) ? FragColor.rgb : colorGridAxisY.rgb;
- }
- if ((gridFlag & AXIS_Z) != 0) {
- FragColor.a = max(FragColor.a, axes.z);
- FragColor.rgb = (axes.z < 1e-8) ? FragColor.rgb : colorGridAxisZ.rgb;
- }
- }
-
- /* Add a small bias so the grid will always
- * be on top of a mesh with the same depth. */
- float grid_depth = gl_FragCoord.z - 6e-8 - fwidth(gl_FragCoord.z);
- float scene_depth = texelFetch(depthBuffer, ivec2(gl_FragCoord.xy), 0).r;
- if ((gridFlag & GRID_BACK) != 0) {
- fade *= (scene_depth == 1.0) ? 1.0 : 0.0;
- }
- else {
- /* Manual, non hard, depth test:
- * Progressively fade the grid below occluders
- * (avoids popping visuals due to depth buffer precision) */
- /* Harder settings tend to flicker more,
- * but have less "see through" appearance. */
- const float test_hardness = 1e7;
- fade *= 1.0 - clamp((grid_depth - scene_depth) * test_hardness, 0.0, 1.0);
- }
-
- FragColor.a *= fade;
-}
diff --git a/source/blender/draw/modes/shaders/object_grid_vert.glsl b/source/blender/draw/modes/shaders/object_grid_vert.glsl
deleted file mode 100644
index 496bb011c74..00000000000
--- a/source/blender/draw/modes/shaders/object_grid_vert.glsl
+++ /dev/null
@@ -1,52 +0,0 @@
-
-/* Infinite grid
- * Clément Foucault */
-
-uniform vec3 planeAxes;
-uniform float meshSize;
-
-uniform int gridFlag;
-
-#define cameraPos (ViewMatrixInverse[3].xyz)
-
-#define PLANE_XY (1 << 4)
-#define PLANE_XZ (1 << 5)
-#define PLANE_YZ (1 << 6)
-#define CLIP_Z_POS (1 << 7)
-#define CLIP_Z_NEG (1 << 8)
-
-in vec3 pos;
-
-out vec3 local_pos;
-
-void main()
-{
- vec3 vert_pos;
-
- /* Project camera pos to the needed plane */
- if ((gridFlag & PLANE_XY) != 0) {
- vert_pos = vec3(pos.x, pos.y, 0.0);
- }
- else if ((gridFlag & PLANE_XZ) != 0) {
- vert_pos = vec3(pos.x, 0.0, pos.y);
- }
- else {
- vert_pos = vec3(0.0, pos.x, pos.y);
- }
-
- local_pos = vert_pos;
-
- vec3 real_pos = cameraPos * planeAxes + vert_pos * meshSize;
-
- /* Used for additional Z axis */
- if ((gridFlag & CLIP_Z_POS) != 0) {
- real_pos.z = clamp(real_pos.z, 0.0, 1e30);
- local_pos.z = clamp(local_pos.z, 0.0, 1.0);
- }
- if ((gridFlag & CLIP_Z_NEG) != 0) {
- real_pos.z = clamp(real_pos.z, -1e30, 0.0);
- local_pos.z = clamp(local_pos.z, -1.0, 0.0);
- }
-
- gl_Position = ViewProjectionMatrix * vec4(real_pos, 1.0);
-}
diff --git a/source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl b/source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl
deleted file mode 100644
index 144024a7d5d..00000000000
--- a/source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl
+++ /dev/null
@@ -1,31 +0,0 @@
-
-uniform ivec3 grid_resolution;
-uniform vec3 corner;
-uniform vec3 increment_x;
-uniform vec3 increment_y;
-uniform vec3 increment_z;
-
-flat out int objectId;
-
-void main()
-{
- vec3 ls_cell_location;
- /* Keep in sync with update_irradiance_probe */
- ls_cell_location.z = float(gl_VertexID % grid_resolution.z);
- ls_cell_location.y = float((gl_VertexID / grid_resolution.z) % grid_resolution.y);
- ls_cell_location.x = float(gl_VertexID / (grid_resolution.z * grid_resolution.y));
-
- vec3 ws_cell_location = corner +
- (increment_x * ls_cell_location.x + increment_y * ls_cell_location.y +
- increment_z * ls_cell_location.z);
-
- gl_Position = ViewProjectionMatrix * vec4(ws_cell_location, 1.0);
- gl_PointSize = 2.0f;
-
- /* ID 0 is nothing (background) */
- objectId = resource_handle + 1;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(ws_cell_location);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/object_loose_points_frag.glsl b/source/blender/draw/modes/shaders/object_loose_points_frag.glsl
deleted file mode 100644
index 5730cb2d96e..00000000000
--- a/source/blender/draw/modes/shaders/object_loose_points_frag.glsl
+++ /dev/null
@@ -1,19 +0,0 @@
-
-uniform vec4 color;
-uniform vec4 innerColor;
-
-out vec4 fragColor;
-
-void main()
-{
- vec2 centered = abs(gl_PointCoord - vec2(0.5));
- float dist = max(centered.x, centered.y);
-
- float fac = dist * dist * 4.0;
- fragColor = mix(innerColor, color, 0.45 + fac * 0.65);
-
- /* Make the effect more like a fresnel by offsetting
- * the depth and creating mini-spheres.
- * Disabled as it has performance impact. */
- // gl_FragDepth = gl_FragCoord.z + 1e-6 * fac;
-}
diff --git a/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl b/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl
deleted file mode 100644
index 9414309570b..00000000000
--- a/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-
-/* This shader takes a 2D shape, puts it in 3D Object space such that is stays aligned with view,
- * and scales the shape according to per-instance attributes
- * Note that if the stiffness is zero, it assumes the scale is directly multiplied by the radius */
-
-uniform mat4 ViewProjectionMatrix;
-uniform vec3 screen_vecs[2];
-
-/* ---- Instantiated Attrs ---- */
-in vec2 pos;
-
-/* ---- Per instance Attrs ---- */
-in mat3x4 ScaleTranslationMatrix;
-in float radius;
-in vec3 color;
-
-flat out vec4 finalColor;
-
-void main()
-{
- mat3 Scamat = mat3(ScaleTranslationMatrix);
- vec4 world_pos = vec4(ScaleTranslationMatrix[0][3],
- ScaleTranslationMatrix[1][3],
- ScaleTranslationMatrix[2][3],
- 1.0);
-
- vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y;
- world_pos.xyz += Scamat * (screen_pos * radius);
-
- gl_Position = ViewProjectionMatrix * world_pos;
- finalColor = vec4(color, 1.0);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos.xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
deleted file mode 100644
index 7b86d477a39..00000000000
--- a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
+++ /dev/null
@@ -1,87 +0,0 @@
-
-in vec4 uvcoordsvar;
-
-out vec4 FragColor;
-
-uniform usampler2D outlineId;
-uniform sampler2D outlineDepth;
-uniform sampler2D sceneDepth;
-
-uniform float alphaOcclu;
-uniform vec2 viewportSize;
-
-void main()
-{
- ivec2 texel = ivec2(gl_FragCoord.xy);
-
-#ifdef GPU_ARB_texture_gather
- vec2 texel_size = 1.0 / vec2(textureSize(outlineId, 0).xy);
- vec2 uv = ceil(gl_FragCoord.xy) * texel_size;
-
- /* Samples order is CW starting from top left. */
- uvec4 tmp1 = textureGather(outlineId, uv - texel_size);
- uvec4 tmp2 = textureGather(outlineId, uv);
-
- uint ref_id = tmp1.y;
- uvec4 id = uvec4(tmp1.xz, tmp2.xz);
-#else
- uvec4 id;
- uint ref_id = texelFetch(outlineId, texel, 0).r;
- id.x = texelFetchOffset(outlineId, texel, 0, ivec2(-1, 0)).r;
- id.y = texelFetchOffset(outlineId, texel, 0, ivec2(0, -1)).r;
- id.z = texelFetchOffset(outlineId, texel, 0, ivec2(0, 1)).r;
- id.w = texelFetchOffset(outlineId, texel, 0, ivec2(1, 0)).r;
-#endif
-
-#ifdef WIRE
- /* We want only 2px outlines. */
- /* TODO optimize, don't sample if we don't need to. */
- id.xy = uvec2(ref_id);
-#endif
-
- bool outline = any(notEqual(id, uvec4(ref_id)));
-
- ivec2 depth_texel = texel;
- /* If texel is an outline but has no valid id ...
- * replace id and depth texel by a valid one.
- * This keeps the outline thickness consistent everywhere. */
- if (ref_id == 0u && outline) {
- depth_texel = (id.x != 0u) ? texel + ivec2(-1, 0) : depth_texel;
- depth_texel = (id.y != 0u) ? texel + ivec2(0, -1) : depth_texel;
- depth_texel = (id.z != 0u) ? texel + ivec2(0, 1) : depth_texel;
- depth_texel = (id.w != 0u) ? texel + ivec2(1, 0) : depth_texel;
-
- ref_id = (id.x != 0u) ? id.x : ref_id;
- ref_id = (id.y != 0u) ? id.y : ref_id;
- ref_id = (id.z != 0u) ? id.z : ref_id;
- ref_id = (id.w != 0u) ? id.w : ref_id;
- }
-
- float ref_depth = texelFetch(outlineDepth, depth_texel, 0).r;
- float scene_depth = texelFetch(sceneDepth, depth_texel, 0).r;
-
- /* Avoid bad cases of zfighting for occlusion only. */
- const float epsilon = 3.0 / 8388608.0;
- bool occluded = (ref_depth > scene_depth + epsilon);
-
- /* WATCH: Keep in sync with outlineId of the prepass. */
- uint color_id = ref_id >> 14u;
- if (ref_id == 0u) {
- FragColor = vec4(0.0);
- }
- else if (color_id == 1u) {
- FragColor = colorSelect;
- }
- else if (color_id == 2u) {
- FragColor = colorDupliSelect;
- }
- else if (color_id == 3u) {
- FragColor = colorActive;
- }
- else {
- FragColor = colorTransform;
- }
-
- FragColor.a *= (occluded) ? alphaOcclu : 1.0;
- FragColor.a = (outline) ? FragColor.a : 0.0;
-}
diff --git a/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl b/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl
deleted file mode 100644
index cb9fe0e7c36..00000000000
--- a/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-
-in vec4 uvcoordsvar;
-
-out vec4 FragColor;
-
-uniform sampler2D outlineColor;
-
-uniform float alpha;
-uniform bool doExpand;
-
-void main()
-{
- ivec2 uv = ivec2(gl_FragCoord.xy);
- FragColor = texelFetch(outlineColor, uv, 0).rgba;
-
- vec4 color[4];
- color[0] = texelFetchOffset(outlineColor, uv, 0, ivec2(1, 0)).rgba;
- color[1] = texelFetchOffset(outlineColor, uv, 0, ivec2(0, 1)).rgba;
- color[2] = texelFetchOffset(outlineColor, uv, 0, ivec2(-1, 0)).rgba;
- color[3] = texelFetchOffset(outlineColor, uv, 0, ivec2(0, -1)).rgba;
-
- vec4 values = vec4(color[0].a, color[1].a, color[2].a, color[3].a);
-
- vec4 tests = step(vec4(1e-6), values); /* (color.a != 0.0) */
- bvec4 btests = equal(tests, vec4(1.0));
-
- if (FragColor.a != 0.0) {
- return;
- }
-
-#ifdef LARGE_OUTLINE
- if (!any(btests)) {
- color[0] = texelFetchOffset(outlineColor, uv, 0, ivec2(2, 0)).rgba;
- color[1] = texelFetchOffset(outlineColor, uv, 0, ivec2(0, 2)).rgba;
- color[2] = texelFetchOffset(outlineColor, uv, 0, ivec2(-2, 0)).rgba;
- color[3] = texelFetchOffset(outlineColor, uv, 0, ivec2(0, -2)).rgba;
-
- values = vec4(color[0].a, color[1].a, color[2].a, color[3].a);
-
- tests = step(vec4(1e-6), values); /* (color.a != 0.0) */
- btests = equal(tests, vec4(1.0));
- }
-#endif
-
- FragColor = (btests.x) ? color[0] : FragColor;
- FragColor = (btests.y) ? color[1] : FragColor;
- FragColor = (btests.z) ? color[2] : FragColor;
- FragColor = (btests.w) ? color[3] : FragColor;
-
- FragColor.a *= (!doExpand) ? 0.0 : 1.0;
-}
diff --git a/source/blender/draw/modes/shaders/object_outline_prepass_frag.glsl b/source/blender/draw/modes/shaders/object_outline_prepass_frag.glsl
deleted file mode 100644
index 5d6c4881b5b..00000000000
--- a/source/blender/draw/modes/shaders/object_outline_prepass_frag.glsl
+++ /dev/null
@@ -1,18 +0,0 @@
-
-/* Should be 2 bits only [0..3]. */
-uniform int outlineId;
-
-flat in int objectId;
-
-/* using uint because 16bit uint can contain more ids than int. */
-out uint outId;
-
-/* Replace top 2 bits (of the 16bit output) by outlineId.
- * This leaves 16K different IDs to create outlines between objects.
- * SHIFT = (32 - (16 - 2)) */
-#define SHIFT 18u
-
-void main()
-{
- outId = (uint(outlineId) << 14u) | ((uint(objectId) << SHIFT) >> SHIFT);
-}
diff --git a/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl b/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl
deleted file mode 100644
index b32913dcd60..00000000000
--- a/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl
+++ /dev/null
@@ -1,54 +0,0 @@
-
-layout(lines_adjacency) in;
-layout(line_strip, max_vertices = 2) out;
-
-in vec3 vPos[];
-in int objectId_g[];
-
-flat out int objectId;
-
-void vert_from_gl_in(int v)
-{
- gl_Position = gl_in[v].gl_Position;
- objectId = objectId_g[v];
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[v].gl_ClipDistance);
-#endif
-}
-
-void main()
-{
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
-
- vec3 view_vec = (is_persp) ? normalize(vPos[1]) : vec3(0.0, 0.0, -1.0);
-
- vec3 v10 = vPos[0] - vPos[1];
- vec3 v12 = vPos[2] - vPos[1];
- vec3 v13 = vPos[3] - vPos[1];
-
- vec3 n0 = cross(v12, v10);
- vec3 n3 = cross(v13, v12);
-
- float fac0 = dot(view_vec, n0);
- float fac3 = dot(view_vec, n3);
-
- /* If both adjacent verts are facing the camera the same way,
- * then it isn't an outline edge. */
- if (sign(fac0) == sign(fac3)) {
- return;
- }
-
- /* Don't outline if concave edge. */
- /* That would hide a lot of non useful edge but it flickers badly.
- * TODO revisit later... */
- // if (dot(n0, v13) > 0.01)
- // return;
-
- vert_from_gl_in(1);
- EmitVertex();
-
- vert_from_gl_in(2);
- EmitVertex();
-
- EndPrimitive();
-}
diff --git a/source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl b/source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl
deleted file mode 100644
index 7740f9a4af2..00000000000
--- a/source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl
+++ /dev/null
@@ -1,29 +0,0 @@
-
-in vec3 pos;
-
-#ifdef USE_GEOM
-out vec3 vPos;
-out int objectId_g;
-# define objectId objectId_g
-#else
-
-flat out int objectId;
-#endif
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
-#ifdef USE_GEOM
- vPos = point_world_to_view(world_pos);
-#endif
- gl_Position = point_world_to_ndc(world_pos);
- /* Small bias to always be on top of the geom. */
- gl_Position.z -= 1e-3;
-
- /* ID 0 is nothing (background) */
- objectId = resource_handle + 1;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/object_outline_resolve_frag.glsl b/source/blender/draw/modes/shaders/object_outline_resolve_frag.glsl
deleted file mode 100644
index ba5d073a9c2..00000000000
--- a/source/blender/draw/modes/shaders/object_outline_resolve_frag.glsl
+++ /dev/null
@@ -1,21 +0,0 @@
-
-in vec4 uvcoordsvar;
-
-out vec4 FragColor;
-
-uniform sampler2D outlineBluredColor;
-uniform vec2 rcpDimensions;
-
-void main()
-{
-#ifdef USE_FXAA
- float aa_alpha =
- FxaaPixelShader(uvcoordsvar.st, outlineBluredColor, rcpDimensions, 1.0, 0.166, 0.0833).r;
-#endif
-
- FragColor = texture(outlineBluredColor, uvcoordsvar.st).rgba;
-
-#ifdef USE_FXAA
- FragColor.a = aa_alpha;
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/object_particle_dot_frag.glsl b/source/blender/draw/modes/shaders/object_particle_dot_frag.glsl
deleted file mode 100644
index d15580056b0..00000000000
--- a/source/blender/draw/modes/shaders/object_particle_dot_frag.glsl
+++ /dev/null
@@ -1,53 +0,0 @@
-
-uniform vec3 color;
-uniform vec3 outlineColor;
-uniform sampler1D ramp;
-
-in vec4 radii;
-flat in float finalVal;
-
-out vec4 fragColor;
-
-void main()
-{
- float dist = length(gl_PointCoord - vec2(0.5));
-
- // transparent outside of point
- // --- 0 ---
- // smooth transition
- // --- 1 ---
- // pure outline color
- // --- 2 ---
- // smooth transition
- // --- 3 ---
- // pure point color
- // ...
- // dist = 0 at center of point
-
- float midStroke = 0.5 * (radii[1] + radii[2]);
-
- if (dist > midStroke) {
- if (finalVal < 0.0) {
- fragColor.rgb = outlineColor;
- }
- else {
- fragColor.rgb = texture(ramp, finalVal).rgb;
- }
-
- fragColor.a = mix(1.0, 0.0, smoothstep(radii[1], radii[0], dist));
- }
- else {
- if (finalVal < 0.0) {
- fragColor.rgb = mix(color, outlineColor, smoothstep(radii[3], radii[2], dist));
- }
- else {
- fragColor.rgb = texture(ramp, finalVal).rgb;
- }
-
- fragColor.a = 1.0;
- }
-
- if (fragColor.a == 0.0) {
- discard;
- }
-}
diff --git a/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl b/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl
deleted file mode 100644
index f98ae9a9515..00000000000
--- a/source/blender/draw/modes/shaders/object_particle_dot_vert.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-
-uniform float pixel_size;
-uniform float size;
-
-in vec3 pos;
-in float val;
-
-out vec4 radii;
-flat out float finalVal;
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
-
- float view_z = dot(ViewMatrixInverse[2].xyz, world_pos - ViewMatrixInverse[3].xyz);
-
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
- float psize = (is_persp) ? (size / (-view_z * pixel_size)) : (size / pixel_size);
- gl_Position = point_world_to_ndc(world_pos);
-
- gl_PointSize = psize;
-
- // calculate concentric radii in pixels
- float radius = 0.5 * psize;
-
- // start at the outside and progress toward the center
- radii[0] = radius;
- radii[1] = radius - 1.0;
- radii[2] = radius - 1.0;
- radii[3] = radius - 2.0;
-
- // convert to PointCoord units
- radii /= psize;
-
- finalVal = val;
-}
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
-}
diff --git a/source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl b/source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl
deleted file mode 100644
index 1ed35b4a421..00000000000
--- a/source/blender/draw/modes/shaders/overlay_face_orientation_frag.glsl
+++ /dev/null
@@ -1,9 +0,0 @@
-uniform vec3 color_towards = vec3(0.0, 0.0, 1.0);
-uniform vec3 color_outwards = vec3(1.0, 0.0, 0.0);
-
-out vec4 fragColor;
-
-void main()
-{
- fragColor = vec4(gl_FrontFacing ? color_towards : color_outwards, 0.7);
-}
diff --git a/source/blender/draw/modes/shaders/overlay_face_orientation_vert.glsl b/source/blender/draw/modes/shaders/overlay_face_orientation_vert.glsl
deleted file mode 100644
index 2dd84c0a060..00000000000
--- a/source/blender/draw/modes/shaders/overlay_face_orientation_vert.glsl
+++ /dev/null
@@ -1,12 +0,0 @@
-
-in vec3 pos;
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl b/source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl
deleted file mode 100644
index 9414d25e71e..00000000000
--- a/source/blender/draw/modes/shaders/overlay_face_wireframe_frag.glsl
+++ /dev/null
@@ -1,23 +0,0 @@
-
-uniform vec3 wireColor;
-uniform vec3 rimColor;
-
-flat in float edgeSharpness;
-in float facing;
-
-out vec4 fragColor;
-
-void main()
-{
- if (edgeSharpness < 0.0) {
- discard;
- }
-
- float facing_clamped = clamp(abs(facing), 0.0, 1.0);
-
- vec3 final_front_col = mix(rimColor, wireColor, 0.4);
- vec3 final_rim_col = mix(rimColor, wireColor, 0.1);
-
- fragColor.rgb = mix(final_rim_col, final_front_col, facing_clamped);
- fragColor.a = 1.0f;
-}
diff --git a/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl b/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl
deleted file mode 100644
index 6ae52d43a48..00000000000
--- a/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl
+++ /dev/null
@@ -1,60 +0,0 @@
-
-/* This shader is only used for edge selection and OSX workaround for large wires. */
-
-uniform float wireSize;
-uniform vec2 viewportSize;
-uniform vec2 viewportSizeInv;
-
-layout(lines) in;
-layout(triangle_strip, max_vertices = 4) out;
-
-in float facing_g[];
-in float edgeSharpness_g[];
-
-#ifndef SELECT_EDGES
-out float facing;
-flat out float edgeSharpness;
-#endif
-
-void do_vertex(const int i, float coord, vec2 offset)
-{
-#ifndef SELECT_EDGES
- edgeSharpness = edgeSharpness_g[i];
- facing = facing_g[i];
-#endif
- gl_Position = gl_in[i].gl_Position;
- /* Multiply offset by 2 because gl_Position range is [-1..1]. */
- gl_Position.xy += offset * 2.0 * gl_Position.w;
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[i].gl_ClipDistance);
-#endif
- EmitVertex();
-}
-
-void main()
-{
- vec2 ss_pos[2];
- ss_pos[0] = gl_in[0].gl_Position.xy / gl_in[0].gl_Position.w;
- ss_pos[1] = gl_in[1].gl_Position.xy / gl_in[1].gl_Position.w;
-
- vec2 line = ss_pos[0] - ss_pos[1];
- line = abs(line) * viewportSize;
-
- float half_size = wireSize;
-
- vec3 edge_ofs = half_size * viewportSizeInv.xyy * vec3(1.0, 1.0, 0.0);
-
- bool horizontal = line.x > line.y;
- edge_ofs = (horizontal) ? edge_ofs.zyz : edge_ofs.xzz;
-
- if (edgeSharpness_g[0] < 0.0) {
- return;
- }
-
- do_vertex(0, half_size, edge_ofs.xy);
- do_vertex(0, -half_size, -edge_ofs.xy);
- do_vertex(1, half_size, edge_ofs.xy);
- do_vertex(1, -half_size, -edge_ofs.xy);
-
- EndPrimitive();
-}
diff --git a/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl b/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl
deleted file mode 100644
index 722f62d9b6d..00000000000
--- a/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl
+++ /dev/null
@@ -1,42 +0,0 @@
-
-uniform float wireStepParam;
-
-in vec3 pos;
-in vec3 nor;
-in float wd; /* wiredata */
-
-float get_edge_sharpness(float wd)
-{
-#ifndef USE_SCULPT
- return ((wd == 0.0) ? -1.5 : wd) + wireStepParam;
-#else
- return 1.0;
-#endif
-}
-
-/* Geometry shader version */
-#if defined(SELECT_EDGES) || defined(USE_GEOM)
-out float facing_g;
-out float edgeSharpness_g;
-
-#else /* USE_GEOM */
-out float facing;
-flat out float edgeSharpness;
-# define facing_g facing
-# define edgeSharpness_g edgeSharpness
-
-#endif /* SELECT_EDGES */
-
-void main()
-{
- vec3 wpos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(wpos);
-
- vec3 wnor = normalize(normal_object_to_world(nor));
- facing_g = dot(wnor, ViewMatrixInverse[2].xyz);
- edgeSharpness_g = get_edge_sharpness(wd);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(wpos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/paint_face_selection_vert.glsl b/source/blender/draw/modes/shaders/paint_face_selection_vert.glsl
deleted file mode 100644
index 4b5191ead07..00000000000
--- a/source/blender/draw/modes/shaders/paint_face_selection_vert.glsl
+++ /dev/null
@@ -1,19 +0,0 @@
-
-in vec3 pos;
-in vec4 nor; /* select flag on the 4th component */
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
- /* Don't draw faces that are selected. */
- if (nor.w > 0.0) {
- gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
- }
- else {
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
- }
-}
diff --git a/source/blender/draw/modes/shaders/paint_face_vert.glsl b/source/blender/draw/modes/shaders/paint_face_vert.glsl
deleted file mode 100644
index af362f24a85..00000000000
--- a/source/blender/draw/modes/shaders/paint_face_vert.glsl
+++ /dev/null
@@ -1,11 +0,0 @@
-in vec3 pos;
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/paint_texture_frag.glsl b/source/blender/draw/modes/shaders/paint_texture_frag.glsl
deleted file mode 100644
index edd7c2af001..00000000000
--- a/source/blender/draw/modes/shaders/paint_texture_frag.glsl
+++ /dev/null
@@ -1,25 +0,0 @@
-in vec2 masking_uv_interp;
-
-out vec4 fragColor;
-
-uniform float alpha = 1.0;
-
-uniform sampler2D maskingImage;
-uniform bool maskingImagePremultiplied;
-uniform vec3 maskingColor;
-uniform bool maskingInvertStencil;
-
-void main()
-{
-
- vec4 mask = vec4(
- texture_read_as_srgb(maskingImage, maskingImagePremultiplied, masking_uv_interp).rgb, 1.0);
- if (maskingInvertStencil) {
- mask.rgb = 1.0 - mask.rgb;
- }
- float mask_step = smoothstep(0, 3.0, mask.r + mask.g + mask.b);
- mask.rgb *= maskingColor;
- mask.a = mask_step * alpha;
-
- fragColor = mask;
-}
diff --git a/source/blender/draw/modes/shaders/paint_texture_vert.glsl b/source/blender/draw/modes/shaders/paint_texture_vert.glsl
deleted file mode 100644
index ddfc2b51437..00000000000
--- a/source/blender/draw/modes/shaders/paint_texture_vert.glsl
+++ /dev/null
@@ -1,17 +0,0 @@
-
-in vec3 pos;
-in vec2 mu; /* masking uv map */
-
-out vec2 masking_uv_interp;
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
- masking_uv_interp = mu;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/paint_vert_frag.glsl b/source/blender/draw/modes/shaders/paint_vert_frag.glsl
deleted file mode 100644
index 3303dfa6173..00000000000
--- a/source/blender/draw/modes/shaders/paint_vert_frag.glsl
+++ /dev/null
@@ -1,17 +0,0 @@
-
-flat in vec4 finalColor;
-out vec4 fragColor;
-
-void main()
-{
- vec2 centered = gl_PointCoord - vec2(0.5);
- float dist_squared = dot(centered, centered);
- const float rad_squared = 0.25;
-
- // round point with jaggy edges
- if (dist_squared > rad_squared) {
- discard;
- }
-
- fragColor = finalColor;
-}
diff --git a/source/blender/draw/modes/shaders/paint_vertex_frag.glsl b/source/blender/draw/modes/shaders/paint_vertex_frag.glsl
deleted file mode 100644
index f03e3410ec3..00000000000
--- a/source/blender/draw/modes/shaders/paint_vertex_frag.glsl
+++ /dev/null
@@ -1,24 +0,0 @@
-
-in vec3 finalColor;
-
-out vec4 fragColor;
-uniform float opacity = 1.0;
-
-vec3 linear_to_srgb_attr(vec3 c)
-{
- c = max(c, vec3(0.0));
- vec3 c1 = c * 12.92;
- vec3 c2 = 1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055;
- return mix(c1, c2, step(vec3(0.0031308), c));
-}
-
-void main()
-{
- vec3 color = linear_to_srgb_attr(finalColor);
-#ifdef DRW_STATE_BLEND_ALPHA
- fragColor = vec4(color, opacity);
-#else
- fragColor.rgb = mix(vec3(1.0), color, opacity);
- fragColor.a = 1.0;
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/paint_vertex_vert.glsl b/source/blender/draw/modes/shaders/paint_vertex_vert.glsl
deleted file mode 100644
index 24033432a48..00000000000
--- a/source/blender/draw/modes/shaders/paint_vertex_vert.glsl
+++ /dev/null
@@ -1,25 +0,0 @@
-
-in vec3 pos;
-in vec3 ac; /* active color */
-
-out vec3 finalColor;
-
-vec3 srgb_to_linear_attr(vec3 c)
-{
- c = max(c, vec3(0.0));
- vec3 c1 = c * (1.0 / 12.92);
- vec3 c2 = pow((c + 0.055) * (1.0 / 1.055), vec3(2.4));
- return mix(c1, c2, step(vec3(0.04045), c));
-}
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
- finalColor = srgb_to_linear_attr(ac);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/paint_weight_frag.glsl b/source/blender/draw/modes/shaders/paint_weight_frag.glsl
deleted file mode 100644
index 76b7719be64..00000000000
--- a/source/blender/draw/modes/shaders/paint_weight_frag.glsl
+++ /dev/null
@@ -1,105 +0,0 @@
-
-in vec2 weight_interp; /* (weight, alert) */
-
-out vec4 fragColor;
-
-uniform float opacity = 1.0;
-uniform sampler1D colorramp;
-
-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;
-
- /* 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;
- }
-
- /* 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;
- }
-
- /* 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 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;
-
- 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);
-}
-
-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);
-
- 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;
-
- /* 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);
-
- 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);
- }
-
-#ifdef DRW_STATE_BLEND_ALPHA
- /* alpha blending mix */
- fragColor = vec4(color.rgb, opacity);
-#else
- /* mix with 1.0 -> is like opacity when using multiply blend mode */
- fragColor = vec4(mix(vec3(1.0), color.rgb, opacity), 1.0);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/paint_weight_vert.glsl b/source/blender/draw/modes/shaders/paint_weight_vert.glsl
deleted file mode 100644
index 330cc7d19f4..00000000000
--- a/source/blender/draw/modes/shaders/paint_weight_vert.glsl
+++ /dev/null
@@ -1,18 +0,0 @@
-
-in float weight;
-in vec3 pos;
-
-out vec2 weight_interp; /* (weight, alert) */
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
- /* Separate actual weight and alerts for independent interpolation */
- weight_interp = max(vec2(weight, -weight), 0.0);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/paint_wire_frag.glsl b/source/blender/draw/modes/shaders/paint_wire_frag.glsl
deleted file mode 100644
index 6c214534812..00000000000
--- a/source/blender/draw/modes/shaders/paint_wire_frag.glsl
+++ /dev/null
@@ -1,8 +0,0 @@
-
-flat in vec4 finalColor;
-out vec4 fragColor;
-
-void main()
-{
- fragColor = finalColor;
-}
diff --git a/source/blender/draw/modes/shaders/paint_wire_vert.glsl b/source/blender/draw/modes/shaders/paint_wire_vert.glsl
deleted file mode 100644
index 5857ffc9960..00000000000
--- a/source/blender/draw/modes/shaders/paint_wire_vert.glsl
+++ /dev/null
@@ -1,54 +0,0 @@
-
-in vec3 pos;
-in vec4 nor; /* flag stored in w */
-
-flat out vec4 finalColor;
-
-void main()
-{
-#ifdef USE_SELECT
- bool is_select = (nor.w > 0.0);
- bool is_hidden = (nor.w < 0.0);
-#else
- bool is_select = false;
- bool is_hidden = false;
-#endif
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
- /* Add offset in Z to avoid zfighting and render selected wires on top. */
- /* TODO scale this bias using znear and zfar range. */
- gl_Position.z -= (is_select ? 2e-4 : 1e-4);
-
- if (is_hidden) {
- gl_Position = vec4(-2.0, -2.0, -2.0, 1.0);
- }
-
-#ifdef VERTEX_MODE
- vec4 colSel = colorEdgeSelect;
- colSel.rgb = clamp(colSel.rgb - 0.2, 0.0, 1.0);
-#else
- const vec4 colSel = vec4(1.0, 1.0, 1.0, 1.0);
-#endif
-
-#ifdef USE_SELECT
- finalColor = (is_select) ? colSel : colorWire;
- finalColor.a = nor.w;
-#else
-# ifdef VERTEX_MODE
- finalColor.xyz = colorWire.xyz;
- finalColor.a = 1.0;
-# else
- /* Weight paint needs a light color to contrasts with dark weights. */
- finalColor = vec4(1, 1, 1, 0.2);
-# endif
-#endif
-
- /* Needed for Radeon (TM) RX 480 Graphics. */
-#if defined(GPU_ATI)
- gl_PointSize = sizeVertex * 2.0;
-#endif
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/particle_strand_frag.glsl b/source/blender/draw/modes/shaders/particle_strand_frag.glsl
deleted file mode 100644
index 49d843b7e0e..00000000000
--- a/source/blender/draw/modes/shaders/particle_strand_frag.glsl
+++ /dev/null
@@ -1,22 +0,0 @@
-
-in vec4 finalColor;
-#ifdef USE_POINTS
-in vec2 radii;
-#endif
-
-out vec4 fragColor;
-
-void main()
-{
- fragColor = finalColor;
-
-#ifdef USE_POINTS
- float dist = length(gl_PointCoord - vec2(0.5));
-
- fragColor.a = mix(finalColor.a, 0.0, smoothstep(radii[1], radii[0], dist));
-
- if (fragColor.a == 0.0) {
- discard;
- }
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/particle_strand_vert.glsl b/source/blender/draw/modes/shaders/particle_strand_vert.glsl
deleted file mode 100644
index 45fadb4ed5e..00000000000
--- a/source/blender/draw/modes/shaders/particle_strand_vert.glsl
+++ /dev/null
@@ -1,71 +0,0 @@
-
-in vec3 pos;
-in float color;
-
-out vec4 finalColor;
-#ifdef USE_POINTS
-out vec2 radii;
-#endif
-
-vec3 weight_to_rgb(float weight)
-{
- vec3 r_rgb;
- float blend = ((weight / 2.0) + 0.5);
-
- if (weight <= 0.25) { /* blue->cyan */
- r_rgb[0] = 0.0;
- r_rgb[1] = blend * weight * 4.0;
- r_rgb[2] = blend;
- }
- else if (weight <= 0.50) { /* cyan->green */
- r_rgb[0] = 0.0;
- r_rgb[1] = blend;
- r_rgb[2] = blend * (1.0 - ((weight - 0.25) * 4.0));
- }
- else if (weight <= 0.75) { /* green->yellow */
- r_rgb[0] = blend * ((weight - 0.50) * 4.0);
- r_rgb[1] = blend;
- r_rgb[2] = 0.0;
- }
- else if (weight <= 1.0) { /* yellow->red */
- r_rgb[0] = blend;
- r_rgb[1] = blend * (1.0 - ((weight - 0.75) * 4.0));
- r_rgb[2] = 0.0;
- }
- else {
- /* exceptional value, unclamped or nan,
- * avoid uninitialized memory use */
- r_rgb[0] = 1.0;
- r_rgb[1] = 0.0;
- r_rgb[2] = 1.0;
- }
-
- return r_rgb;
-}
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
-#ifdef USE_WEIGHT
- finalColor = vec4(weight_to_rgb(color), 1.0);
-#else
- finalColor = mix(colorWire, colorEdgeSelect, color);
-#endif
-
-#ifdef USE_POINTS
- float size = sizeVertex * 2.0;
- gl_PointSize = size;
-
- /* calculate concentric radii in pixels */
- float radius = sizeVertex;
-
- /* start at the outside and progress toward the center */
- radii[0] = radius;
- radii[1] = radius - 1.0;
-
- /* convert to PointCoord units */
- radii /= size;
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/pose_selection_vert.glsl b/source/blender/draw/modes/shaders/pose_selection_vert.glsl
deleted file mode 100644
index 2dd84c0a060..00000000000
--- a/source/blender/draw/modes/shaders/pose_selection_vert.glsl
+++ /dev/null
@@ -1,12 +0,0 @@
-
-in vec3 pos;
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance(world_pos);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/sculpt_mask_vert.glsl b/source/blender/draw/modes/shaders/sculpt_mask_vert.glsl
deleted file mode 100644
index 7b026836690..00000000000
--- a/source/blender/draw/modes/shaders/sculpt_mask_vert.glsl
+++ /dev/null
@@ -1,16 +0,0 @@
-
-uniform float maskOpacity;
-
-in vec3 pos;
-in float msk;
-
-out vec4 finalColor;
-
-void main()
-{
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-
- float mask = 1.0 - (msk * maskOpacity);
- finalColor = vec4(mask, mask, mask, 1.0);
-}
diff --git a/source/blender/draw/modes/shaders/volume_velocity_vert.glsl b/source/blender/draw/modes/shaders/volume_velocity_vert.glsl
deleted file mode 100644
index 64f88bd74fa..00000000000
--- a/source/blender/draw/modes/shaders/volume_velocity_vert.glsl
+++ /dev/null
@@ -1,117 +0,0 @@
-
-uniform sampler3D velocityX;
-uniform sampler3D velocityY;
-uniform sampler3D velocityZ;
-uniform float displaySize = 1.0;
-uniform float slicePosition;
-uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */
-
-/* SmokeDomainSettings.cell_size */
-uniform vec3 cellSize;
-/* SmokeDomainSettings.p0 */
-uniform vec3 domainOriginOffset;
-/* SmokeDomainSettings.res_min */
-uniform ivec3 adaptiveCellOffset;
-
-flat out vec4 finalColor;
-
-const vec3 corners[4] = vec3[4](vec3(0.0, 0.2, -0.5),
- vec3(-0.2 * 0.866, -0.2 * 0.5, -0.5),
- vec3(0.2 * 0.866, -0.2 * 0.5, -0.5),
- vec3(0.0, 0.0, 0.5));
-
-const int indices[12] = int[12](0, 1, 1, 2, 2, 0, 0, 3, 1, 3, 2, 3);
-
-/* Straight Port from BKE_defvert_weight_to_rgb()
- * TODO port this to a color ramp. */
-vec3 weight_to_color(float weight)
-{
- vec3 r_rgb = vec3(0.0);
- float blend = ((weight / 2.0) + 0.5);
-
- if (weight <= 0.25) { /* blue->cyan */
- r_rgb.g = blend * weight * 4.0;
- r_rgb.b = blend;
- }
- else if (weight <= 0.50) { /* cyan->green */
- r_rgb.g = blend;
- r_rgb.b = blend * (1.0 - ((weight - 0.25) * 4.0));
- }
- else if (weight <= 0.75) { /* green->yellow */
- r_rgb.r = blend * ((weight - 0.50) * 4.0);
- r_rgb.g = blend;
- }
- else if (weight <= 1.0) { /* yellow->red */
- r_rgb.r = blend;
- r_rgb.g = blend * (1.0 - ((weight - 0.75) * 4.0));
- }
- else {
- /* exceptional value, unclamped or nan,
- * avoid uninitialized memory use */
- r_rgb = vec3(1.0, 0.0, 1.0);
- }
-
- return r_rgb;
-}
-
-mat3 rotation_from_vector(vec3 v)
-{
- /* Add epsilon to avoid NaN. */
- vec3 N = normalize(v + 1e-8);
- vec3 UpVector = abs(N.z) < 0.99999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
- vec3 T = normalize(cross(UpVector, N));
- vec3 B = cross(N, T);
- return mat3(T, B, N);
-}
-
-void main()
-{
-#ifdef USE_NEEDLE
- int cell = gl_VertexID / 12;
-#else
- int cell = gl_VertexID / 2;
-#endif
-
- ivec3 volume_size = textureSize(velocityX, 0);
-
- ivec3 cell_ofs = ivec3(0);
- ivec3 cell_div = volume_size;
- if (sliceAxis == 0) {
- cell_ofs.x = int(slicePosition * float(volume_size.x));
- cell_div.x = 1;
- }
- else if (sliceAxis == 1) {
- cell_ofs.y = int(slicePosition * float(volume_size.y));
- cell_div.y = 1;
- }
- else if (sliceAxis == 2) {
- cell_ofs.z = int(slicePosition * float(volume_size.z));
- cell_div.z = 1;
- }
-
- ivec3 cell_co;
- cell_co.x = cell % cell_div.x;
- cell_co.y = (cell / cell_div.x) % cell_div.y;
- cell_co.z = cell / (cell_div.x * cell_div.y);
- cell_co += cell_ofs;
-
- vec3 pos = domainOriginOffset + cellSize * (vec3(cell_co + adaptiveCellOffset) + 0.5);
-
- vec3 velocity;
- velocity.x = texelFetch(velocityX, cell_co, 0).r;
- velocity.y = texelFetch(velocityY, cell_co, 0).r;
- velocity.z = texelFetch(velocityZ, cell_co, 0).r;
-
- finalColor = vec4(weight_to_color(length(velocity)), 1.0);
-
-#ifdef USE_NEEDLE
- mat3 rot_mat = rotation_from_vector(velocity);
- vec3 rotated_pos = rot_mat * corners[indices[gl_VertexID % 12]];
- pos += rotated_pos * length(velocity) * displaySize * cellSize;
-#else
- pos += ((gl_VertexID % 2) == 1) ? velocity * displaySize * cellSize : vec3(0.0);
-#endif
-
- vec3 world_pos = point_object_to_world(pos);
- gl_Position = point_world_to_ndc(world_pos);
-}