diff options
author | Bastien Montagne <montagne29@wanadoo.fr> | 2017-05-01 17:21:53 +0300 |
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committer | Bastien Montagne <montagne29@wanadoo.fr> | 2017-05-01 17:32:55 +0300 |
commit | d7d4bca23be91ec5b0ce562d47a34ee49dd337b8 (patch) | |
tree | 6184684f5300324294dbaa103522e7e817e3d6bd /source/blender/gpu/shaders/gpu_shader_2D_line_dashed_legacy_vert.glsl | |
parent | 6ef497d401e5e7842d1e9d33e491672bb77d60e0 (diff) |
Reworked version of dashed line shader.
Using geometry shader allows us to get rid of the 'line origin' extra
vertex attribute, which means dashed shader no longer requires fiddling
with those vertex attributes definition, and, most importantly, does not
require anymore special drawing code!
As you can see, this makes code much simpler, and much less verbose,
especially in complex cases.
In addition, changed how dashes are handled, to have two 'modes', a
simple one with single color (using default "color" uniform name), and a
more advanced one allowing more complex and multi-color patterns.
Note that since GLSL 1.2 does not support geometry shaders, a hack was
added for now (which gives solid lines, but at least does not make
Blender crash).
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_line_dashed_legacy_vert.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_2D_line_dashed_legacy_vert.glsl | 22 |
1 files changed, 22 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_legacy_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_legacy_vert.glsl new file mode 100644 index 00000000000..82f88bfcd56 --- /dev/null +++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_legacy_vert.glsl @@ -0,0 +1,22 @@ + +// Draw dashed lines, perforated in screen space. +// Based on a (3D) version by Mike Erwin. + +uniform mat4 ModelViewProjectionMatrix; +uniform vec2 viewport_size; + +#if __VERSION__ == 120 + attribute vec2 pos; + noperspective varying float distance_along_line; +#else + in vec2 pos; + noperspective out float distance_along_line; +#endif + +void main() +{ + gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0); + + /* Hack - prevent stupid GLSL compiler to optimize out unused viewport_size uniform, which gives crash! */ + distance_along_line = viewport_size.x * 0.000001f - viewport_size.x * 0.0000009f; +} |