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author | Clément Foucault <foucault.clem@gmail.com> | 2019-12-02 03:40:58 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-12-02 15:15:52 +0300 |
commit | 9516921c05bd9fee5c94942eb8e38f47ba7e4351 (patch) | |
tree | da007fc17bc6a02f849dae2e8f76f5ab304fe4dc /source/blender/gpu/shaders/gpu_shader_text_vert.glsl | |
parent | 1f6c3699a836d485ed37f443cd0fcd19e978dbb6 (diff) |
Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347.
I went over all the code making it more future proof with less hacks and removing old / not relevent parts.
Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.
Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~
Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6296
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_text_vert.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_text_vert.glsl | 16 |
1 files changed, 10 insertions, 6 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl index d8e4b2bc986..28437208e91 100644 --- a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl @@ -5,13 +5,17 @@ in vec4 pos; /* rect */ in vec4 tex; /* rect */ in vec4 col; -out vec4 pos_rect; -out vec4 tex_rect; -out vec4 color; +flat out vec4 color_flat; +noperspective out vec2 texCoord_interp; void main() { - pos_rect = pos; - tex_rect = tex; - color = col; + /* Quad expension using instanced rendering. */ + float x = float(gl_VertexID % 2); + float y = float(gl_VertexID / 2); + vec2 quad = vec2(x, y); + + gl_Position = ModelViewProjectionMatrix * vec4(mix(pos.xy, pos.zw, quad), 0.0, 1.0); + texCoord_interp = mix(abs(tex.xy), abs(tex.zw), quad) * sign(tex.xw); + color_flat = col; } |