Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2018-04-07 00:54:24 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-04-07 00:54:39 +0300
commit2d618974d14672e6ec38612e76aca70e619f7242 (patch)
tree4d670fd5d6e6b55c6fe75ac27c5bd030f9906667 /source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
parent3e998b886080d3cd11137327356d1c861ae7ddb4 (diff)
UI: Perf: Port color widgets to batch.
This is more for completeness than perf. Shader is tiny bit more complex but we get less overdraw and drawcalls.
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl14
1 files changed, 13 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
index f4dafd7de16..9f28d9bb3a3 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
@@ -95,10 +95,12 @@ uniform vec4 parameters[11];
#define tria1Size parameters[gl_InstanceID * 11 + 10].x
#define tria2Size parameters[gl_InstanceID * 11 + 10].y
#define shadeDir parameters[gl_InstanceID * 11 + 10].z
+#define doAlphaCheck parameters[gl_InstanceID * 11 + 10].w
in uint vflag;
noperspective out vec4 finalColor;
+noperspective out float butCo;
vec2 do_widget(void)
{
@@ -128,13 +130,22 @@ vec2 do_widget(void)
if (color_id == COLOR_INNER) {
vec2 uv = faci * (v - recti.xz);
float fac = clamp((shadeDir > 0.0) ? uv.y : uv.x, 0.0, 1.0);
- finalColor = mix(colorInner2, colorInner1, fac);
+ if (doAlphaCheck != 0.0) {
+ finalColor = colorInner1;
+ butCo = uv.x;
+ }
+ else {
+ finalColor = mix(colorInner2, colorInner1, fac);
+ butCo = -1.0;
+ }
}
else if (color_id == COLOR_EDGE) {
finalColor = colorEdge;
+ butCo = -1.0;
}
else /* (color_id == COLOR_EMBOSS) */ {
finalColor = colorEmboss;
+ butCo = -1.0;
}
bool is_emboss = (vflag & EMBOSS_FLAG) != 0u;
@@ -150,6 +161,7 @@ vec2 do_tria()
vec2 v = triavec[vofs];
finalColor = colorTria;
+ butCo = -1.0;
bool is_tria_first = (vflag & TRIA_FIRST) != 0u;