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authorGermano <germano.costa@ig.com.br>2018-05-03 15:11:02 +0300
committerGermano <germano.costa@ig.com.br>2018-05-03 15:11:02 +0300
commit1677ea89c7ad34c32a00eca44eeea705f49d9e25 (patch)
tree85beb352ed69fd0c3be086a77a2c4fd1d4a23aa7 /source/blender/gpu/shaders
parent9c78d9ba9f169005527ba77d1f758fd1d3ebeb42 (diff)
Metaball: Move handles shader to draw/modes/shader and reference them in draw_common.c
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_mball_handles_vert.glsl36
1 files changed, 0 insertions, 36 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_mball_handles_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_mball_handles_vert.glsl
deleted file mode 100644
index 819199c26c7..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_instance_mball_handles_vert.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-
-/* This shader takes a 2D shape, puts it in 3D Object space such that is stays aligned with view,
- * and scales the shape according to per-instance attributes
- * Note that if the stiffness is zero, it assumes the scale is directly multiplied by the radius */
-
-
- #define M_PI_2 1.570796f // pi/2
-
-uniform mat4 ViewProjectionMatrix;
-uniform vec3 screen_vecs[2];
-
-/* ---- Instanciated Attribs ---- */
-in vec2 pos;
-
-/* ---- Per instance Attribs ---- */
-in mat3x4 ScaleTranslationMatrix;
-in float radius;
-in vec3 color;
-
-flat out vec4 finalColor;
-
-void main()
-{
- mat3 Scamat = mat3(ScaleTranslationMatrix);
- vec4 world_pos = vec4(
- ScaleTranslationMatrix[0][3],
- ScaleTranslationMatrix[1][3],
- ScaleTranslationMatrix[2][3],
- 1.0);
-
- vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y;
- world_pos.xyz += Scamat * (screen_pos * radius);
-
- gl_Position = ViewProjectionMatrix * world_pos;
- finalColor = vec4(color, 1.0);
-}