diff options
author | Dalai Felinto <dalai@blender.org> | 2021-09-23 16:53:38 +0300 |
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committer | Dalai Felinto <dalai@blender.org> | 2021-09-23 18:41:11 +0300 |
commit | d0493796a6f40db8dcdd4a9058b98a69282d4759 (patch) | |
tree | 7f9e26a80147fc473d2c6a705cfa89a87302bd97 /source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl | |
parent | f11bcb5a80eb106560678c8c60be32ad997d6641 (diff) |
Cleanup: Remove hardcoded values and rename keyframe shape shaders
No functional change.
The shader is complicated by itself, having hardcoded values makes it
even more cryptic.
I also renamed the shader because the shader is not for the keyfarme diamond only,
but for all the keyframe shapes.
Differential Revision: https://developer.blender.org/D12615
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl | 102 |
1 files changed, 102 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl new file mode 100644 index 00000000000..f0ff70f7690 --- /dev/null +++ b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl @@ -0,0 +1,102 @@ + +/* Values in GPU_shader.h. */ +#define GPU_KEYFRAME_SHAPE_DIAMOND (1 << 0) +#define GPU_KEYFRAME_SHAPE_CIRCLE (1 << 1) +#define GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL (1 << 2) +#define GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL (1 << 3) +#define GPU_KEYFRAME_SHAPE_INNER_DOT (1 << 4) +#define GPU_KEYFRAME_SHAPE_ARROW_END_MAX (1 << 8) +#define GPU_KEYFRAME_SHAPE_ARROW_END_MIN (1 << 9) +#define GPU_KEYFRAME_SHAPE_ARROW_END_MIXED (1 << 10) +#define GPU_KEYFRAME_SHAPE_SQUARE \ + (GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL) + +flat in vec4 radii; +flat in vec4 thresholds; + +flat in vec4 finalColor; +flat in vec4 finalOutlineColor; + +flat in int finalFlags; + +out vec4 fragColor; + +const float diagonal_scale = sqrt(0.5); + +const float minmax_bias = 0.7; +const float minmax_scale = sqrt(1.0 / (1.0 + 1.0 / minmax_bias)); + +bool test(int bit) +{ + return (finalFlags & bit) != 0; +} + +void main() +{ + vec2 pos = gl_PointCoord - vec2(0.5); + vec2 absPos = abs(pos); + float radius = (absPos.x + absPos.y) * diagonal_scale; + + float outline_dist = -1.0; + + /* Diamond outline */ + if (test(GPU_KEYFRAME_SHAPE_DIAMOND)) { + outline_dist = max(outline_dist, radius - radii[0]); + } + + /* Circle outline */ + if (test(GPU_KEYFRAME_SHAPE_CIRCLE)) { + radius = length(absPos); + + outline_dist = max(outline_dist, radius - radii[1]); + } + + /* Top & Bottom clamp */ + if (test(GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL)) { + outline_dist = max(outline_dist, absPos.y - radii[2]); + } + + /* Left & Right clamp */ + if (test(GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)) { + outline_dist = max(outline_dist, absPos.x - radii[2]); + } + + float alpha = 1 - smoothstep(thresholds[0], thresholds[1], abs(outline_dist)); + + /* Inside the outline. */ + if (outline_dist < 0) { + /* Middle dot */ + if (test(GPU_KEYFRAME_SHAPE_INNER_DOT)) { + alpha = max(alpha, 1 - smoothstep(thresholds[2], thresholds[3], radius)); + } + + /* Up and down arrow-like shading. */ + if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MAX | GPU_KEYFRAME_SHAPE_ARROW_END_MIN)) { + float ypos = -1.0; + + /* Up arrow (maximum) */ + if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MAX)) { + ypos = max(ypos, pos.y); + } + /* Down arrow (minimum) */ + if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MIN)) { + ypos = max(ypos, -pos.y); + } + + /* Arrow shape threshold. */ + float minmax_dist = (ypos - radii[3]) - absPos.x * minmax_bias; + float minmax_step = smoothstep(thresholds[0], thresholds[1], minmax_dist * minmax_scale); + + /* Reduced alpha for uncertain extremes. */ + float minmax_alpha = test(GPU_KEYFRAME_SHAPE_ARROW_END_MIXED) ? 0.55 : 0.85; + + alpha = max(alpha, minmax_step * minmax_alpha); + } + + fragColor = mix(finalColor, finalOutlineColor, alpha); + } + /* Outside the outline. */ + else { + fragColor = vec4(finalOutlineColor.rgb, finalOutlineColor.a * alpha); + } +} |