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author | Clément Foucault <foucault.clem@gmail.com> | 2022-05-02 00:47:26 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-05-02 00:54:41 +0300 |
commit | 2a7a01b339ad60aec5ffe265411fa2f0b1589137 (patch) | |
tree | 6b472e21edc425d2ceb21c378d248c19bbd558e5 /source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl | |
parent | aa34706aacdab45847d7c0e3987b1de4ff0b8760 (diff) |
GPUShader: Port polyline shaders to use shaderCreateInfo
This should have no functional changes.
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl | 35 |
1 files changed, 6 insertions, 29 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl b/source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl index 627e91af4d6..1c824023234 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl @@ -1,26 +1,3 @@ -#ifndef USE_GPU_SHADER_CREATE_INFO -layout(lines) in; -layout(triangle_strip, max_vertices = 4) out; - -uniform vec4 color; -uniform vec2 viewportSize; -uniform float lineWidth; -uniform bool lineSmooth = true; - -# if !defined(UNIFORM) -in vec4 finalColor_g[]; -# endif - -# ifdef CLIP -in float clip_g[]; -out float clip; -# endif - -out vec4 finalColor; -noperspective out float smoothline; -#endif - -#define SMOOTH_WIDTH 1.0 /* Clips point to near clip plane before perspective divide. */ vec4 clip_line_point_homogeneous_space(vec4 p, vec4 q) @@ -41,26 +18,26 @@ vec4 clip_line_point_homogeneous_space(vec4 p, vec4 q) void do_vertex(const int i, vec4 pos, vec2 ofs) { #if defined(UNIFORM) - finalColor = color; + interp_out.color = color; #elif defined(FLAT) /* WATCH: Assuming last provoking vertex. */ - finalColor = finalColor_g[1]; + interp_out.color = interp_in[1].color; #elif defined(SMOOTH) - finalColor = finalColor_g[i]; + interp_out.color = interp_in[i].color; #endif #ifdef CLIP - clip = clip_g[i]; + interp_out.clip = interp_in[i].clip; #endif - smoothline = (lineWidth + SMOOTH_WIDTH * float(lineSmooth)) * 0.5; + interp_out.smoothline = (lineWidth + SMOOTH_WIDTH * float(lineSmooth)) * 0.5; gl_Position = pos; gl_Position.xy += ofs * pos.w; EmitVertex(); - smoothline = -(lineWidth + SMOOTH_WIDTH * float(lineSmooth)) * 0.5; + interp_out.smoothline = -(lineWidth + SMOOTH_WIDTH * float(lineSmooth)) * 0.5; gl_Position = pos; gl_Position.xy -= ofs * pos.w; EmitVertex(); |