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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/edit_uv_edges_frag.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_edges_frag.glsl77
1 files changed, 77 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_edges_frag.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_edges_frag.glsl
new file mode 100644
index 00000000000..b81fdd2c712
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_edges_frag.glsl
@@ -0,0 +1,77 @@
+#pragma BLENDER_REQUIRE(common_globals_lib.glsl)
+#pragma BLENDER_REQUIRE(common_overlay_lib.glsl)
+
+uniform int lineStyle;
+uniform bool doSmoothWire;
+uniform float alpha;
+uniform float dashLength;
+
+in float selectionFac_f;
+noperspective in float edgeCoord_f;
+noperspective in vec2 stipplePos_f;
+flat in vec2 stippleStart_f;
+
+layout(location = 0) out vec4 fragColor;
+
+#define M_1_SQRTPI 0.5641895835477563 /* 1/sqrt(pi) */
+
+/**
+ * We want to know how much a pixel is covered by a line.
+ * We replace the square pixel with acircle of the same area and try to find the intersection area.
+ * The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
+ * The formula for the area uses inverse trig function and is quite complexe. Instead,
+ * we approximate it by using the smoothstep function and a 1.05 factor to the disc radius.
+ */
+#define DISC_RADIUS (M_1_SQRTPI * 1.05)
+#define GRID_LINE_SMOOTH_START (0.5 - DISC_RADIUS)
+#define GRID_LINE_SMOOTH_END (0.5 + DISC_RADIUS)
+
+void main()
+{
+ vec4 inner_color = vec4(vec3(0.0), 1.0);
+ vec4 outer_color = vec4(0.0);
+
+ vec2 dd = fwidth(stipplePos_f);
+ float line_distance = distance(stipplePos_f, stippleStart_f) / max(dd.x, dd.y);
+
+ if (lineStyle == OVERLAY_UV_LINE_STYLE_OUTLINE) {
+ inner_color = mix(colorWireEdit, colorEdgeSelect, selectionFac_f);
+ outer_color = vec4(vec3(0.0), 1.0);
+ }
+ else if (lineStyle == OVERLAY_UV_LINE_STYLE_DASH) {
+ if (fract(line_distance / dashLength) < 0.5) {
+ inner_color = mix(vec4(1.0), colorEdgeSelect, selectionFac_f);
+ }
+ }
+ else if (lineStyle == OVERLAY_UV_LINE_STYLE_BLACK) {
+ vec4 base_color = vec4(vec3(0.0), 1.0);
+ inner_color = mix(base_color, colorEdgeSelect, selectionFac_f);
+ }
+ else if (lineStyle == OVERLAY_UV_LINE_STYLE_WHITE) {
+ vec4 base_color = vec4(1.0);
+ inner_color = mix(base_color, colorEdgeSelect, selectionFac_f);
+ }
+ else if (lineStyle == OVERLAY_UV_LINE_STYLE_SHADOW) {
+ inner_color = colorUVShadow;
+ }
+
+ float dist = abs(edgeCoord_f) - max(sizeEdge - 0.5, 0.0);
+ float dist_outer = dist - max(sizeEdge, 1.0);
+ float mix_w;
+ float mix_w_outer;
+
+ if (doSmoothWire) {
+ mix_w = smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist);
+ mix_w_outer = smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist_outer);
+ }
+ else {
+ mix_w = step(0.5, dist);
+ mix_w_outer = step(0.5, dist_outer);
+ }
+
+ vec4 final_color = mix(outer_color, inner_color, 1.0 - mix_w * outer_color.a);
+ final_color.a *= 1.0 - (outer_color.a > 0.0 ? mix_w_outer : mix_w);
+ final_color.a *= alpha;
+
+ fragColor = final_color;
+} \ No newline at end of file