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Diffstat (limited to 'source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_glow_prepare_frag.glsl')
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_glow_prepare_frag.glsl68
1 files changed, 0 insertions, 68 deletions
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_glow_prepare_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_glow_prepare_frag.glsl
deleted file mode 100644
index 676b9b05db9..00000000000
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_glow_prepare_frag.glsl
+++ /dev/null
@@ -1,68 +0,0 @@
-uniform mat4 ProjectionMatrix;
-uniform mat4 ViewMatrix;
-
-/* ******************************************************************* */
-/* create glow mask */
-/* ******************************************************************* */
-uniform sampler2D strokeColor;
-uniform sampler2D strokeDepth;
-
-uniform vec3 glow_color;
-uniform vec3 select_color;
-uniform float threshold;
-uniform int mode;
-
-out vec4 FragColor;
-
-#define MODE_LUMINANCE 0
-#define MODE_COLOR 1
-
-/* calc luminance */
-float luma(vec3 color)
-{
- /* the color is linear, so do not apply tonemapping */
- return (color.r + color.g + color.b) / 3.0;
-}
-
-bool check_color(vec3 color_a, vec3 color_b)
-{
- /* need round the number to avoid precision errors */
- if ((floor(color_a.r * 100) == floor(color_b.r * 100)) &&
- (floor(color_a.g * 100) == floor(color_b.g * 100)) &&
- (floor(color_a.b * 100) == floor(color_b.b * 100))) {
- return true;
- }
-
- return false;
-}
-
-void main()
-{
- vec2 uv = vec2(gl_FragCoord.xy);
-
- float stroke_depth = texelFetch(strokeDepth, ivec2(uv.xy), 0).r;
- vec4 src_pixel = texelFetch(strokeColor, ivec2(uv.xy), 0);
- vec4 outcolor;
-
- /* is transparent */
- if (src_pixel.a == 0.0f) {
- discard;
- }
-
- if (mode == MODE_LUMINANCE) {
- if (luma(src_pixel.rgb) < threshold) {
- discard;
- }
- }
- else if (mode == MODE_COLOR) {
- if (!check_color(src_pixel.rgb, select_color.rgb)) {
- discard;
- }
- }
- else {
- discard;
- }
-
- gl_FragDepth = stroke_depth;
- FragColor = vec4(glow_color.rgb, 1.0);
-}