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Diffstat (limited to 'source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl')
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl70
1 files changed, 70 insertions, 0 deletions
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl
new file mode 100644
index 00000000000..6ce64350b3d
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_swirl_frag.glsl
@@ -0,0 +1,70 @@
+uniform mat4 ProjectionMatrix;
+uniform mat4 ViewMatrix;
+
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+
+uniform vec2 Viewport;
+uniform vec3 loc;
+uniform int radius;
+uniform float angle;
+uniform int transparent;
+
+uniform float pixsize; /* rv3d->pixsize */
+uniform float pixelsize; /* U.pixelsize */
+uniform float pixfactor;
+
+out vec4 FragColor;
+
+float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor);
+
+/* project 3d point to 2d on screen space */
+vec2 toScreenSpace(vec4 vertex)
+{
+ /* need to calculate ndc because this is not done by vertex shader */
+ vec3 ndc = vec3(vertex).xyz / vertex.w;
+
+ vec2 sc;
+ sc.x = ((ndc.x + 1.0) / 2.0) * Viewport.x;
+ sc.y = ((ndc.y + 1.0) / 2.0) * Viewport.y;
+
+ return sc;
+}
+
+/* This swirl shader is a modified version of original Geeks3d.com code */
+void main()
+{
+ vec2 uv = vec2(gl_FragCoord.xy);
+ float stroke_depth;
+ vec4 outcolor;
+
+ vec4 center3d = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0);
+ vec2 center = toScreenSpace(center3d);
+ vec2 tc = uv - center;
+
+ float dist = length(tc);
+ float pxradius = (ProjectionMatrix[3][3] == 0.0) ? (radius / (loc.z * defaultpixsize)) : (radius / defaultpixsize);
+ pxradius = max(pxradius, 1);
+
+ if (dist <= pxradius) {
+ float percent = (pxradius - dist) / pxradius;
+ float theta = percent * percent * angle * 8.0;
+ float s = sin(theta);
+ float c = cos(theta);
+ tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
+ tc += center;
+
+ stroke_depth = texelFetch(strokeDepth, ivec2(tc), 0).r;
+ outcolor = texelFetch(strokeColor, ivec2(tc), 0);
+ }
+ else {
+ if (transparent == 1) {
+ discard;
+ }
+ stroke_depth = texelFetch(strokeDepth, ivec2(uv), 0).r;
+ outcolor = texelFetch(strokeColor, ivec2(uv), 0);
+ }
+
+ gl_FragDepth = stroke_depth;
+ FragColor = outcolor;
+}