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Diffstat (limited to 'source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl')
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl65
1 files changed, 0 insertions, 65 deletions
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl
deleted file mode 100644
index 2a17e573978..00000000000
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_prepare_frag.glsl
+++ /dev/null
@@ -1,65 +0,0 @@
-uniform mat4 ProjectionMatrix;
-uniform mat4 ViewMatrix;
-
-/* ******************************************************************* */
-/* create rim and mask */
-/* ******************************************************************* */
-uniform sampler2D strokeColor;
-uniform sampler2D strokeDepth;
-uniform vec2 Viewport;
-
-uniform int offset[2];
-uniform vec3 rim_color;
-uniform vec3 mask_color;
-
-uniform vec3 loc;
-uniform float pixsize; /* rv3d->pixsize */
-uniform float pixfactor;
-
-float defaultpixsize = pixsize * (1000.0 / pixfactor);
-vec2 noffset = vec2(offset[0], offset[1]);
-
-out vec4 FragColor;
-
-void main()
-{
- vec2 uv = vec2(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);
-
- float stroke_depth = texelFetch(strokeDepth, ivec2(uv.xy), 0).r;
- vec4 src_pixel = texelFetch(strokeColor, ivec2(uv.xy), 0);
- vec4 offset_pixel = texelFetch(strokeColor, ivec2(uv.x - dx, uv.y - dy), 0);
- vec4 outcolor;
-
- /* is transparent */
- if (src_pixel.a == 0.0f) {
- discard;
- }
- /* check inside viewport */
- else if ((uv.x - dx < 0) || (uv.x - dx > Viewport[0])) {
- discard;
- }
- else if ((uv.y - dy < 0) || (uv.y - dy > Viewport[1])) {
- discard;
- }
- /* pixel is equal to mask color, keep */
- else if (src_pixel.rgb == mask_color.rgb) {
- discard;
- }
- else {
- if ((src_pixel.a > 0) && (offset_pixel.a > 0)) {
- discard;
- }
- else {
- outcolor = vec4(rim_color, 1.0);
- }
- }
-
- gl_FragDepth = stroke_depth;
- FragColor = outcolor;
-}