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authorMike Erwin <significant.bit@gmail.com>2016-10-01 03:44:22 +0300
committerMike Erwin <significant.bit@gmail.com>2016-10-01 03:44:22 +0300
commit5753a1462ffbaf3bbcb471a5cca58a217988d88d (patch)
treed7fe4a91851c7dc483e6235290e1f411bc76a386 /source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
parentd1b21d1278b3f91643fb52ed67320c064e28a0d4 (diff)
OpenGL: new built-in shaders for drawing points
Both of these draw round points with jaggy edges, but treat color & size differently.
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl21
1 files changed, 21 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
new file mode 100644
index 00000000000..91092a9f727
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
@@ -0,0 +1,21 @@
+
+#if __VERSION__ == 120
+ varying vec4 finalColor;
+ #define fragColor gl_FragColor
+#else
+ in vec4 finalColor;
+ out vec4 fragColor;
+#endif
+
+void main()
+{
+ vec2 centered = gl_PointCoord - vec2(0.5);
+ float dist_squared = dot(centered, centered);
+ const float rad_squared = 0.25;
+
+ // round point with jaggy edges
+ if (dist_squared > rad_squared)
+ discard;
+
+ fragColor = finalColor;
+}