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authorClément Foucault <foucault.clem@gmail.com>2018-04-30 23:48:12 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-05-02 21:49:38 +0300
commit73cb83d48fb9c81e064eedf6b12551c0a85d7536 (patch)
tree8a92bba062bc79ffc480b941da983345faa8d334 /source/blender/gpu/shaders
parente764d2b6baff83bc979b461c92a1bda99dd37455 (diff)
GPUShader: Remove unused envelope shaders.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_solid_vert.glsl121
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_wire_vert.glsl100
2 files changed, 0 insertions, 221 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_solid_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_solid_vert.glsl
deleted file mode 100644
index d0f2a8dcd51..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_solid_vert.glsl
+++ /dev/null
@@ -1,121 +0,0 @@
-
-
-/* This shader essentially operates in Object space, where it aligns given geometry with bone, scales it accordingly
- * to given radii, and then does usual basic solid operations.
- * Note that if one of head/tail radius is negative, it assumes it only works on the other end of the bone
- * (used to draw head/tail spheres). */
-
-
-uniform mat4 ViewMatrix;
-uniform mat4 ViewProjectionMatrix;
-
-
-/* ---- Instanciated Attribs ---- */
-in vec4 pos; /* w encodes head (== 0.0f), tail (== 1.0f) or in-between. */
-
-/* ---- Per instance Attribs ---- */
-in mat4 InstanceModelMatrix;
-in vec4 color;
-
-in float radius_head;
-in float radius_tail;
-
-
-out vec3 normal;
-flat out vec4 finalColor;
-
-
-void main()
-{
- /* We get head/tail in object space. */
- vec4 head = InstanceModelMatrix * vec4(0.0f, 0.0f, 0.0f, 1.0f);
- vec4 tail = InstanceModelMatrix * vec4(0.0f, 1.0f, 0.0f, 1.0f);
-
- /* We need rotation from bone mat, but not scaling. */
- mat3 bone_mat = mat3(InstanceModelMatrix);
- bone_mat[0] = normalize(bone_mat[0]);
- bone_mat[1] = normalize(bone_mat[1]);
- bone_mat[2] = normalize(bone_mat[2]);
-
- mat3 nor_mat = transpose(inverse(mat3(ViewMatrix) * bone_mat));
-
- /* Where does this comes from???? Don't know why, but is mandatory anyway... :/ */
- const float size = 2.0f;
-
- head.xyz *= size;
- tail.xyz *= size;
-
- bool head_only = (radius_tail < 0.0f);
- bool tail_only = (radius_head < 0.0f);
- /* == 0: head; == 1: tail; in-between: along bone. */
- float head_fac = head_only ? 0.0f : (tail_only ? 1.0f : pos.w);
-
- vec4 ob_pos;
- vec4 ob_bone_origin;
- float radius;
-
- /* head */
- if (head_fac <= 0.0f) {
- if (!head_only) {
- /* We are drawing the body itself, need to adjust start/end positions and radius! */
- vec3 bone_vec = tail.xyz - head.xyz;
- float len = length(bone_vec);
-
- if (len > (radius_head + radius_tail)) {
- float fac = (len - radius_head) / len;
- radius = fac * radius_head + (1.0f - fac) * radius_tail;
- bone_vec /= len;
- ob_bone_origin = vec4(head.xyz + bone_vec * radius_head * size, 1.0f);
- }
- else {
- radius = (radius_head + radius_tail) / 2.0f;
- ob_bone_origin = (head + tail) / 2.0f;
- }
- }
- else {
- radius = radius_head;
- ob_bone_origin = head;
- }
- }
- /* tail */
- else if (head_fac >= 1.0f) {
- if (!tail_only) {
- /* We are drawing the body itself, need to adjust start/end positions and radius! */
- vec3 bone_vec = tail.xyz - head.xyz;
- float len = length(bone_vec);
-
- if (len > (radius_head + radius_tail)) {
- float fac = (len - radius_tail) / len;
- radius = fac * radius_tail + (1.0f - fac) * radius_head;
- bone_vec /= len;
- ob_bone_origin = vec4(tail.xyz - bone_vec * radius_tail * size, 1.0f);
- }
- else {
- radius = (radius_head + radius_tail) / 2.0f;
- ob_bone_origin = (head + tail) / 2.0f;
- }
- }
- else {
- radius = radius_tail;
- ob_bone_origin = tail;
- }
- }
- /* Body of the bone */
-#if 0 /* Note: not used currently! */
- else {
- float tail_fac = 1.0f - head_fac;
- radius = radius_head * head_fac + radius_tail * tail_fac;
- ob_bone_origin = head * head_fac + tail * tail_fac;
- }
-#endif
-
- /* Yep, since input pos is unit sphere coordinates, it's also our normal. */
- vec3 nor = pos.xyz;
- ob_pos = pos * radius * size;
- ob_pos.xyz = bone_mat * ob_pos.xyz;
- ob_pos.w = 1.0f;
-
- gl_Position = ViewProjectionMatrix * (ob_pos + ob_bone_origin);
- normal = normalize(nor_mat * nor);
- finalColor = color;
-}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_wire_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_wire_vert.glsl
deleted file mode 100644
index 1bdad924bd2..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_instance_bone_envelope_wire_vert.glsl
+++ /dev/null
@@ -1,100 +0,0 @@
-
-
-/* This shader takes a 2D shape, puts it in 3D Object space such that is stays aligned with view and bone,
- * and scales head/tail/distance according to per-instance attributes
- * (and 'role' of current vertex, encoded in zw input, head or tail, and inner or outer for distance outline).
- * It is used for both the distance outline drawing, and the wire version of envelope bone.
- * Note that if one of head/tail radius is negative, it assumes it only works on the other end of the bone
- * (used to draw head/tail spheres). */
-
-uniform mat4 ViewMatrix;
-uniform mat4 ProjectionMatrix;
-
-/* ---- Instanciated Attribs ---- */
-in vec4 pos; /* z encodes head (== 0.0f), tail (== 1.0f) or in-between; w encodes inner (0.0f) or outer border. */
-
-/* ---- Per instance Attribs ---- */
-in mat4 InstanceModelMatrix;
-in vec4 color;
-
-in float radius_head;
-in float radius_tail;
-in float distance;
-
-
-flat out vec4 finalColor;
-
-
-void main()
-{
- /* We get head/tail in object space. */
- mat4 bone_mat = InstanceModelMatrix;
- vec4 head = bone_mat * vec4(0.0f, 0.0f, 0.0f, 1.0f);
- vec4 tail = bone_mat * vec4(0.0f, 1.0f, 0.0f, 1.0f);
-
- /* We generate our XY axes in object space, Y axis being aligned with bone in view space. */
- mat4 obview_mat = ViewMatrix;
- mat4 iobview_mat = inverse(obview_mat);
-
- vec4 view_bone_vec = obview_mat * normalize(tail - head);
- view_bone_vec.z = 0.0f;
- if (length(view_bone_vec.xy) <= 1e-5f) {
- /* A bit weak, but will do the job for now.
- * Ideally we could compute head/tail radius in view space, and take larger one... */
- if (view_bone_vec.x > view_bone_vec.y) {
- view_bone_vec.x = 1e-5f;
- }
- else {
- view_bone_vec.y = 1e-5f;
- }
- }
- vec3 bone_axis_y = normalize((iobview_mat * view_bone_vec).xyz);
- vec3 bone_axis_x = normalize(cross(bone_axis_y, iobview_mat[2].xyz));
-
- /* Where does this comes from???? Don't know why, but is mandatory anyway... :/ */
- float size = 2.0f;
-
- head.xyz *= size;
- tail.xyz *= size;
-
- bool head_only = (radius_tail < 0.0f);
- bool tail_only = (radius_head < 0.0f);
- /* == 0: head; == 1: tail; in-between: along bone. */
- float head_fac = head_only ? 0.0f : (tail_only ? 1.0f : pos.z);
- bool do_distance_offset = (pos.w != 0.0f) && (distance >= 0.0f);
-
- vec2 xy_pos = pos.xy;
- vec4 ob_pos;
-
- vec4 ob_bone_origin;
- float radius;
-
- /* head */
- if (head_fac <= 0.0f) {
- radius = radius_head;
- ob_bone_origin = head;
- }
- /* tail */
- else if (head_fac >= 1.0f) {
- radius = radius_tail;
- ob_bone_origin = tail;
- }
- /* Body of the bone */
-#if 0 /* Note: not used currently! */
- else {
- float tail_fac = 1.0f - head_fac;
- radius = radius_head * head_fac + radius_tail * tail_fac;
- ob_bone_origin = head * head_fac + tail * tail_fac;
- }
-#endif
-
- if (do_distance_offset) {
- radius += distance;
- }
-
- xy_pos = xy_pos * radius * size;
-
- ob_pos = ob_bone_origin + vec4(bone_axis_x * xy_pos.x + bone_axis_y * xy_pos.y, 1.0f);
- gl_Position = ProjectionMatrix * obview_mat * ob_pos;
- finalColor = color;
-}