diff options
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.glsl | 77 |
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 |