diff options
author | Mike Erwin <significant.bit@gmail.com> | 2017-03-27 04:19:23 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2017-03-27 04:23:55 +0300 |
commit | 4c08c5b192415190ab8b11637d8dc4f2a66c2ddf (patch) | |
tree | 48f691c9bbdf1c1c53841f0d5ec402d124fefd13 /source/blender/gpu/shaders | |
parent | 2a7e4c3040f259973a5209d0520bdb5d55e52f2d (diff) |
OpenGL: use new matrix names in GLSL
Builtin names staring with gl_ will not be available in core profile. Same with the ftransform function. New matrix API provides the same names minus the gl_ prefix.
Part of T49450
Diffstat (limited to 'source/blender/gpu/shaders')
9 files changed, 55 insertions, 33 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_vert.glsl index e89b3262fab..7b4207142e6 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_vert.glsl @@ -2,6 +2,8 @@ // Draw dashed lines, perforated in screen space. // Based on a (3D) version by Mike Erwin. +uniform mat4 ModelViewProjectionMatrix; + #if __VERSION__ == 120 attribute vec2 pos; attribute vec2 line_origin; // = pos for one vertex of the line @@ -14,7 +16,7 @@ void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0); + gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0); distance_along_line = distance(line_origin, pos); } diff --git a/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl b/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl index a0141f1ab2c..5f7455582cd 100644 --- a/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl @@ -21,6 +21,10 @@ #define STIPPLE_DIAG_STRIPES 4 #define STIPPLE_DIAG_STRIPES_SWAP 5 +#ifndef NO_SPECULAR +uniform mat4 ProjectionMatrix; +#endif + #if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING) #if defined(USE_FLAT_NORMAL) varying vec3 eyespace_vert_pos; @@ -163,7 +167,7 @@ void main() #ifndef NO_SPECULAR /* view vector computation, depends on orthographics or perspective */ - vec3 V = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(varying_position) : vec3(0.0, 0.0, -1.0); + vec3 V = (ProjectionMatrix[3][3] == 0.0) ? normalize(varying_position) : vec3(0.0, 0.0, -1.0); #endif for (int i = 0; i < NUM_SCENE_LIGHTS; i++) { diff --git a/source/blender/gpu/shaders/gpu_shader_basic_vert.glsl b/source/blender/gpu/shaders/gpu_shader_basic_vert.glsl index 42fbdadf1d1..dbf6c267f14 100644 --- a/source/blender/gpu/shaders/gpu_shader_basic_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_basic_vert.glsl @@ -1,4 +1,8 @@ +uniform mat4 ModelViewMatrix; +uniform mat4 ProjectionMatrix; +uniform mat3 NormalMatrix; + #if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING) #if defined(USE_FLAT_NORMAL) varying vec3 eyespace_vert_pos; @@ -29,15 +33,15 @@ varying float gl_ClipDistance[6]; void main() { - vec4 co = gl_ModelViewMatrix * gl_Vertex; + vec4 co = ModelViewMatrix * gl_Vertex; #if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING) #if !defined(USE_FLAT_NORMAL) - varying_normal = normalize(gl_NormalMatrix * gl_Normal); + varying_normal = normalize(NormalMatrix * gl_Normal); #endif #if defined(USE_FLAT_NORMAL) /* transform vertex into eyespace */ - eyespace_vert_pos = (gl_ModelViewMatrix * gl_Vertex).xyz; + eyespace_vert_pos = (ModelViewMatrix * gl_Vertex).xyz; #endif #ifndef USE_SOLID_LIGHTING @@ -45,7 +49,7 @@ void main() #endif #endif - gl_Position = gl_ProjectionMatrix * co; + gl_Position = ProjectionMatrix * co; #ifdef CLIP_WORKAROUND int i; diff --git a/source/blender/gpu/shaders/gpu_shader_edges_overlay_vert.glsl b/source/blender/gpu/shaders/gpu_shader_edges_overlay_vert.glsl index 71a43d1b7ae..fb1d0aafe05 100644 --- a/source/blender/gpu/shaders/gpu_shader_edges_overlay_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_edges_overlay_vert.glsl @@ -1,5 +1,5 @@ -//mat4 ModelViewProjectionMatrix; +uniform mat4 ModelViewProjectionMatrix; in vec3 pos; in float edgeWidthModulator; @@ -8,6 +8,6 @@ out vec4 pos_xformed; out float widthModulator; void main() { - pos_xformed = gl_ModelViewProjectionMatrix * vec4(pos, 1.0); + pos_xformed = ModelViewProjectionMatrix * vec4(pos, 1.0); widthModulator = edgeWidthModulator; } diff --git a/source/blender/gpu/shaders/gpu_shader_geometry.glsl b/source/blender/gpu/shaders/gpu_shader_geometry.glsl index fe630dbeddb..545910d39ca 100644 --- a/source/blender/gpu/shaders/gpu_shader_geometry.glsl +++ b/source/blender/gpu/shaders/gpu_shader_geometry.glsl @@ -1,3 +1,6 @@ + +uniform mat4 ProjectionMatrix; + uniform int PrimitiveIdBase; uniform int osd_active_uv_offset; @@ -69,7 +72,7 @@ void emit_flat(int index, vec3 normal) set_mtface_vertex_attrs(st); - gl_Position = gl_ProjectionMatrix * inpt[index].v.position; + gl_Position = ProjectionMatrix * inpt[index].v.position; EmitVertex(); } @@ -90,7 +93,7 @@ void emit_smooth(int index) set_mtface_vertex_attrs(st); - gl_Position = gl_ProjectionMatrix * inpt[index].v.position; + gl_Position = ProjectionMatrix * inpt[index].v.position; EmitVertex(); } diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 0f3ffa8244b..67f1b45701c 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -177,7 +177,7 @@ void geom( out vec3 normal, out vec4 vcol, out float vcol_alpha, out float frontback) { local = co; - view = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(local) : vec3(0.0, 0.0, -1.0); + view = (ProjectionMatrix[3][3] == 0.0) ? normalize(local) : vec3(0.0, 0.0, -1.0); global = (viewinvmat * vec4(local, 1.0)).xyz; orco = attorco; uv_attribute(attuv, uv); @@ -1413,8 +1413,8 @@ void mtex_bump_init_objspace( out float fPrevMagnitude_out, out vec3 vNacc_out, out vec3 vR1, out vec3 vR2, out float fDet) { - mat3 obj2view = to_mat3(gl_ModelViewMatrix); - mat3 view2obj = to_mat3(gl_ModelViewMatrixInverse); + mat3 obj2view = to_mat3(ModelViewMatrix); + mat3 view2obj = to_mat3(ModelViewMatrixInverse); vec3 vSigmaS = view2obj * dFdx(surf_pos); vec3 vSigmaT = view2obj * dFdy(surf_pos); @@ -1670,7 +1670,7 @@ void mtex_nspace_world(mat4 viewmat, vec3 texnormal, out vec3 outnormal) void mtex_nspace_object(vec3 texnormal, out vec3 outnormal) { - outnormal = normalize(gl_NormalMatrix * texnormal); + outnormal = normalize(NormalMatrix * texnormal); } void mtex_blend_normal(float norfac, vec3 normal, vec3 newnormal, out vec3 outnormal) @@ -1794,7 +1794,7 @@ void lamp_visibility_clamp(float visifac, out float outvisifac) void world_paper_view(vec3 vec, out vec3 outvec) { vec3 nvec = normalize(vec); - outvec = (gl_ProjectionMatrix[3][3] == 0.0) ? vec3(nvec.x, 0.0, nvec.y) : vec3(0.0, 0.0, -1.0); + outvec = (ProjectionMatrix[3][3] == 0.0) ? vec3(nvec.x, 0.0, nvec.y) : vec3(0.0, 0.0, -1.0); } void world_zen_mapping(vec3 view, float zenup, float zendown, out float zenfac) @@ -1828,7 +1828,7 @@ void world_blend(vec3 vec, out float blend) void shade_view(vec3 co, out vec3 view) { /* handle perspective/orthographic */ - view = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(co) : vec3(0.0, 0.0, -1.0); + view = (ProjectionMatrix[3][3] == 0.0) ? normalize(co) : vec3(0.0, 0.0, -1.0); } void shade_tangent_v(vec3 lv, vec3 tang, out vec3 vn) @@ -2346,7 +2346,7 @@ void shade_mist_factor( if (enable == 1.0) { float fac, zcor; - zcor = (gl_ProjectionMatrix[3][3] == 0.0) ? length(co) : -co[2]; + zcor = (ProjectionMatrix[3][3] == 0.0) ? length(co) : -co[2]; fac = clamp((zcor - miststa) / mistdist, 0.0, 1.0); if (misttype == 0.0) fac *= fac; @@ -2605,11 +2605,11 @@ void node_emission(vec4 color, float strength, vec3 N, out vec4 result) void background_transform_to_world(vec3 viewvec, out vec3 worldvec) { - vec4 v = (gl_ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); - vec4 co_homogenous = (gl_ProjectionMatrixInverse * v); + vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); + vec4 co_homogenous = (ProjectionMatrixInverse * v); vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0); - worldvec = (gl_ModelViewMatrixInverse * co).xyz; + worldvec = (ModelViewMatrixInverse * co).xyz; } void node_background(vec4 color, float strength, vec3 N, out vec4 result) @@ -2634,7 +2634,7 @@ void node_add_shader(vec4 shader1, vec4 shader2, out vec4 shader) void node_fresnel(float ior, vec3 N, vec3 I, out float result) { /* handle perspective/orthographic */ - vec3 I_view = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); + vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); float eta = max(ior, 0.00001); result = fresnel_dielectric(I_view, N, (gl_FrontFacing) ? eta : 1.0 / eta); @@ -2646,7 +2646,7 @@ void node_layer_weight(float blend, vec3 N, vec3 I, out float fresnel, out float { /* fresnel */ float eta = max(1.0 - blend, 0.00001); - vec3 I_view = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); + vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); fresnel = fresnel_dielectric(I_view, N, (gl_FrontFacing) ? 1.0 / eta : eta); @@ -2700,7 +2700,7 @@ void node_geometry( true_normal = normal; /* handle perspective/orthographic */ - vec3 I_view = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); + vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); incoming = -(toworld * vec4(I_view, 0.0)).xyz; parametric = vec3(0.0); @@ -2719,7 +2719,7 @@ void node_tex_coord( uv = attr_uv; object = (obinvmat * (viewinvmat * vec4(I, 1.0))).xyz; camera = vec3(I.xy, -I.z); - vec4 projvec = gl_ProjectionMatrix * vec4(I, 1.0); + vec4 projvec = ProjectionMatrix * vec4(I, 1.0); window = vec3(mtex_2d_mapping(projvec.xyz / projvec.w).xy * camerafac.xy + camerafac.zw, 0.0); vec3 shade_I; @@ -2734,13 +2734,13 @@ void node_tex_coord_background( out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object, out vec3 camera, out vec3 window, out vec3 reflection) { - vec4 v = (gl_ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); - vec4 co_homogenous = (gl_ProjectionMatrixInverse * v); + vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); + vec4 co_homogenous = (ProjectionMatrixInverse * v); vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0); co = normalize(co); - vec3 coords = (gl_ModelViewMatrixInverse * co).xyz; + vec3 coords = (ModelViewMatrixInverse * co).xyz; generated = coords; normal = -coords; @@ -2748,7 +2748,7 @@ void node_tex_coord_background( object = coords; camera = vec3(co.xy, -co.z); - window = (gl_ProjectionMatrix[3][3] == 0.0) ? + window = (ProjectionMatrix[3][3] == 0.0) ? vec3(mtex_2d_mapping(I).xy * camerafac.xy + camerafac.zw, 0.0) : vec3(vec2(0.5) * camerafac.xy + camerafac.zw, 0.0); diff --git a/source/blender/gpu/shaders/gpu_shader_smoke_vert.glsl b/source/blender/gpu/shaders/gpu_shader_smoke_vert.glsl index 297486ae26a..5548ac28839 100644 --- a/source/blender/gpu/shaders/gpu_shader_smoke_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_smoke_vert.glsl @@ -1,4 +1,6 @@ +uniform mat4 ModelViewProjectionMatrix; + varying vec3 coords; uniform vec3 min_location; @@ -7,6 +9,6 @@ uniform vec3 ob_sizei; void main() { - gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz * ob_sizei, 1.0); + gl_Position = ModelViewProjectionMatrix * vec4(gl_Vertex.xyz * ob_sizei, 1.0); coords = (gl_Vertex.xyz - min_location) * invsize; } diff --git a/source/blender/gpu/shaders/gpu_shader_vertex.glsl b/source/blender/gpu/shaders/gpu_shader_vertex.glsl index db0068d2f3d..7f23a43689a 100644 --- a/source/blender/gpu/shaders/gpu_shader_vertex.glsl +++ b/source/blender/gpu/shaders/gpu_shader_vertex.glsl @@ -1,3 +1,8 @@ + +uniform mat4 ModelViewMatrix; +uniform mat4 ProjectionMatrix; +uniform mat3 NormalMatrix; + #ifdef USE_OPENSUBDIV in vec3 normal; in vec4 position; @@ -89,11 +94,11 @@ void main() vec3 normal = gl_Normal; #endif - vec4 co = gl_ModelViewMatrix * position; + vec4 co = ModelViewMatrix * position; varposition = co.xyz; - varnormal = normalize(gl_NormalMatrix * normal); - gl_Position = gl_ProjectionMatrix * co; + varnormal = normalize(NormalMatrix * normal); + gl_Position = ProjectionMatrix * co; #ifdef CLIP_WORKAROUND int i; diff --git a/source/blender/gpu/shaders/gpu_shader_vsm_store_vert.glsl b/source/blender/gpu/shaders/gpu_shader_vsm_store_vert.glsl index 224c3e78adc..f9ab7af6f57 100644 --- a/source/blender/gpu/shaders/gpu_shader_vsm_store_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_vsm_store_vert.glsl @@ -1,7 +1,9 @@ + +uniform mat4 ModelViewProjectionMatrix; varying vec4 v_position; void main() { - gl_Position = ftransform(); + gl_Position = ModelViewProjectionMatrix * v_position; v_position = gl_Position; } |