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authorOmarSquircleArt <omar.squircleart@gmail.com>2019-08-30 18:23:04 +0300
committerOmarSquircleArt <omar.squircleart@gmail.com>2019-08-30 18:28:57 +0300
commit8cd0da88e55a0c0f88297a5f0f770eb40acc6219 (patch)
tree585b9bcc07ce392c6164ac0230d56d617ac051ca /source/blender/gpu/shaders/material/gpu_shader_material_color_ramp.glsl
parentac646bc20dafe176c1b84ee5beddf980aba11358 (diff)
GPU: Split gpu_shader_material into multiple files.
This patch continue the efforts to split the `gpu_shader_material` file started in D5569. Dependency resolution is now recursive. Each shading node gets its own file. Additionally, some utility files are added to be shared between files, like `math_util`, `color_util`, and `hash`. Some files are always included because they may be used in the execution function, like `world_normals`. Some glsl functions appeared to be unused, so they were removed, like `output_node`, `bits_to_01`, and `exp_blender`. Other functions have been renamed to be more general and get used as utils, like `texco_norm` which became `vector_normalize`. A lot of the opengl tests fails, but those same tests also fail in master, so this is probably unrelated to this patch. Reviewers: brecht Differential Revision: https://developer.blender.org/D5616
Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_color_ramp.glsl')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_color_ramp.glsl28
1 files changed, 28 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_color_ramp.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_color_ramp.glsl
new file mode 100644
index 00000000000..9fe45f91f45
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_color_ramp.glsl
@@ -0,0 +1,28 @@
+void valtorgb_opti_constant(
+ float fac, float edge, vec4 color1, vec4 color2, out vec4 outcol, out float outalpha)
+{
+ outcol = (fac > edge) ? color2 : color1;
+ outalpha = outcol.a;
+}
+
+void valtorgb_opti_linear(
+ float fac, vec2 mulbias, vec4 color1, vec4 color2, out vec4 outcol, out float outalpha)
+{
+ fac = clamp(fac * mulbias.x + mulbias.y, 0.0, 1.0);
+ outcol = mix(color1, color2, fac);
+ outalpha = outcol.a;
+}
+
+void valtorgb(float fac, sampler1DArray colormap, float layer, out vec4 outcol, out float outalpha)
+{
+ outcol = texture(colormap, vec2(fac, layer));
+ outalpha = outcol.a;
+}
+
+void valtorgb_nearest(
+ float fac, sampler1DArray colormap, float layer, out vec4 outcol, out float outalpha)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ outcol = texelFetch(colormap, ivec2(fac * (textureSize(colormap, 0).x - 1), layer), 0);
+ outalpha = outcol.a;
+}