diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-03-28 00:57:29 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-03-28 01:05:51 +0300 |
commit | 637993fafe0c0bd1a2a12d3896673b929531f364 (patch) | |
tree | 2ca4f312df60177bfd388f07528ba6e1279a86c9 /source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl | |
parent | 3bb720a7de4ae7363ce45e8218e29095e1913be5 (diff) |
UI: Perf: Make icon_draw_texture use GWN_draw_primitive.
This bypass the use of immediate mode for theses drawcalls. Placement and
and icon select (via uvs) is done inside the vertex shader.
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl | 35 |
1 files changed, 35 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl new file mode 100644 index 00000000000..118f4e3b187 --- /dev/null +++ b/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl @@ -0,0 +1,35 @@ +/** + * Simple shader that just draw one icon at the specified location + * does not need any vertex input (producing less call to immBegin/End) + **/ + +uniform mat4 ModelViewProjectionMatrix; +uniform vec4 rect_icon; +uniform vec4 rect_geom; + +out vec2 texCoord_interp; + +void main() +{ + vec2 uv; + vec2 co; + if (gl_VertexID == 0) { + co = rect_geom.xw; + uv = rect_icon.xw; + } + else if (gl_VertexID == 1) { + co = rect_geom.xy; + uv = rect_icon.xy; + } + else if (gl_VertexID == 2) { + co = rect_geom.zw; + uv = rect_icon.zw; + } + else { + co = rect_geom.zy; + uv = rect_icon.zy; + } + + gl_Position = ModelViewProjectionMatrix * vec4(co, 0.0f, 1.0f); + texCoord_interp = uv; +} |