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author | Germano <germano.costa@ig.com.br> | 2018-05-03 15:11:02 +0300 |
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committer | Germano <germano.costa@ig.com.br> | 2018-05-03 15:11:02 +0300 |
commit | 1677ea89c7ad34c32a00eca44eeea705f49d9e25 (patch) | |
tree | 85beb352ed69fd0c3be086a77a2c4fd1d4a23aa7 /source/blender/gpu/shaders | |
parent | 9c78d9ba9f169005527ba77d1f758fd1d3ebeb42 (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.glsl | 36 |
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); -} |