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author | OmarSquircleArt <omar.squircleart@gmail.com> | 2019-08-30 18:23:04 +0300 |
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committer | OmarSquircleArt <omar.squircleart@gmail.com> | 2019-08-30 18:28:57 +0300 |
commit | 8cd0da88e55a0c0f88297a5f0f770eb40acc6219 (patch) | |
tree | 585b9bcc07ce392c6164ac0230d56d617ac051ca /source/blender/gpu/shaders/material/gpu_shader_material_color_ramp.glsl | |
parent | ac646bc20dafe176c1b84ee5beddf980aba11358 (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.glsl | 28 |
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; +} |