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Diffstat (limited to 'source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl')
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl85
1 files changed, 0 insertions, 85 deletions
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl
deleted file mode 100644
index 0f64f54c67b..00000000000
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl
+++ /dev/null
@@ -1,85 +0,0 @@
-uniform mat4 ProjectionMatrix;
-uniform mat4 ViewMatrix;
-
-uniform sampler2D strokeColor;
-uniform sampler2D strokeDepth;
-uniform vec2 Viewport;
-
-uniform int blur[2];
-
-uniform vec3 loc;
-uniform float pixsize; /* rv3d->pixsize */
-uniform float pixfactor;
-
-float defaultpixsize = pixsize * (1000.0 / pixfactor);
-vec2 noffset = vec2(blur[0], blur[1]);
-
-out vec4 FragColor;
-
-float get_zdepth(ivec2 poxy)
-{
- /* if outside viewport set as infinite depth */
- if ((poxy.x < 0) || (poxy.x > Viewport.x)) {
- return 1.0f;
- }
- if ((poxy.y < 0) || (poxy.y > Viewport.y)) {
- return 1.0f;
- }
-
- float zdepth = texelFetch(strokeDepth, poxy, 0).r;
- return zdepth;
-}
-
-void main()
-{
- ivec2 uv = ivec2(gl_FragCoord.xy);
-
- vec4 nloc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
-
- float dx = (ProjectionMatrix[3][3] == 0.0) ? (noffset[0] / (nloc.z * defaultpixsize)) :
- (noffset[0] / defaultpixsize);
- float dy = (ProjectionMatrix[3][3] == 0.0) ? (noffset[1] / (nloc.z * defaultpixsize)) :
- (noffset[1] / defaultpixsize);
-
- /* round to avoid shift when add more samples */
- dx = floor(dx) + 1.0;
- dy = floor(dy) + 1.0;
-
- /* apply blurring, using a 9-tap filter with predefined gaussian weights */
- /* depth (get the value of the surrounding pixels) */
- float outdepth = get_zdepth(ivec2(uv.x, uv.y));
- for (int x = -1; x < 2; x++) {
- for (int y = -1; y < 2; y++) {
- float depth = get_zdepth(ivec2(uv.x + x * dx, uv.y + y * dy));
- if (depth < outdepth) {
- outdepth = depth;
- break;
- }
- }
- }
- gl_FragDepth = outdepth;
-
- /* color */
- vec4 outcolor = vec4(0.0);
- outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y + 1.0 * dy), 0) * 0.0947416;
- outcolor += texelFetch(strokeColor, ivec2(uv.x - 0.0 * dx, uv.y + 1.0 * dy), 0) * 0.118318;
- outcolor += texelFetch(strokeColor, ivec2(uv.x + 1.0 * dx, uv.y + 1.0 * dy), 0) * 0.0947416;
- outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y + 0.0 * dy), 0) * 0.118318;
-
- outcolor += texelFetch(strokeColor, ivec2(uv.x, uv.y), 0) * 0.147761;
-
- outcolor += texelFetch(strokeColor, ivec2(uv.x + 1.0 * dx, uv.y + 0.0 * dy), 0) * 0.118318;
- outcolor += texelFetch(strokeColor, ivec2(uv.x - 1.0 * dx, uv.y - 1.0 * dy), 0) * 0.0947416;
- outcolor += texelFetch(strokeColor, ivec2(uv.x + 0.0 * dx, uv.y - 1.0 * dy), 0) * 0.118318;
- outcolor += texelFetch(strokeColor, ivec2(uv.x + 1.0 * dx, uv.y - 1.0 * dy), 0) * 0.0947416;
-
- FragColor = clamp(outcolor, 0, 1.0);
-
- /* discar extreme values */
- if (outcolor.a < 0.02f) {
- discard;
- }
- if ((outdepth <= 0.000001) || (outdepth >= 0.999999)) {
- discard;
- }
-}