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authorMike Erwin <significant.bit@gmail.com>2016-09-17 14:33:02 +0300
committerMike Erwin <significant.bit@gmail.com>2016-09-17 14:33:48 +0300
commit1b1275f0db85101345def817fee486beebaa6b9a (patch)
tree1c6338f84ca852f587e213cea609a3f026984886 /source/blender/gpu/CMakeLists.txt
parentc3034afa586e3c5009f852e42c6a46000daa2551 (diff)
add GPU_SHADER_TEXT for font rendering
With USE_GLSL enabled, GPU_basic_shader(TEXTURE|COLOR) always rendered black. New shader uses a solid color + alpha channel of texture (which in our case is a font glyph). See fragment shader for details. I prefer this approah -- multiple shaders that each do one thing well (and are easy to read/write/understand), instead of one shader that can do many things given the right options.
Diffstat (limited to 'source/blender/gpu/CMakeLists.txt')
-rw-r--r--source/blender/gpu/CMakeLists.txt3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 6d3052b1190..a0b236d67a9 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -130,6 +130,9 @@ data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
+
data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fire_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_smoke_frag.glsl SRC)