diff options
Diffstat (limited to 'source/blender/draw/engines/image/shaders/engine_image_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/image/shaders/engine_image_vert.glsl | 31 |
1 files changed, 31 insertions, 0 deletions
diff --git a/source/blender/draw/engines/image/shaders/engine_image_vert.glsl b/source/blender/draw/engines/image/shaders/engine_image_vert.glsl new file mode 100644 index 00000000000..3f1fb154d44 --- /dev/null +++ b/source/blender/draw/engines/image/shaders/engine_image_vert.glsl @@ -0,0 +1,31 @@ +#pragma BLENDER_REQUIRE(common_view_lib.glsl) + +#define SIMA_DRAW_FLAG_DO_REPEAT (1 << 5) + +uniform int drawFlags; + +in vec3 pos; +out vec2 uvs; + +void main() +{ + /* `pos` contains the coordinates of a quad (-1..1). but we need the coordinates of an image + * plane (0..1) */ + vec3 image_pos = pos * 0.5 + 0.5; + + if ((drawFlags & SIMA_DRAW_FLAG_DO_REPEAT) != 0) { + gl_Position = vec4(pos.xy, 0.0, 1.0); + uvs = point_view_to_object(image_pos).xy; + } + else { + vec3 world_pos = point_object_to_world(image_pos); + vec4 position = point_world_to_ndc(world_pos); + /* Move drawn pixels to the front. In the overlay engine the depth is used + * to detect if a transparency texture or the background color should be drawn. + * Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4 + * actual pixels are at 0.75, 1.0 is used for the background. */ + position.z = 0.75; + gl_Position = position; + uvs = world_pos.xy; + } +} |