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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh')
-rw-r--r--source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh76
1 files changed, 21 insertions, 55 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh
index 3624f26a4c3..58f96110887 100644
--- a/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh
+++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh
@@ -29,13 +29,12 @@ GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_vert_iface, "")
GPU_SHADER_CREATE_INFO(overlay_edit_mesh_vert)
.do_static_compilation(true)
.builtins(BuiltinBits::POINT_SIZE)
- .define("srgbTarget", "false") /* Colors are already in linear space. */
.define("VERT")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::IVEC4, "data")
.vertex_in(2, Type::VEC3, "vnor")
.vertex_out(overlay_edit_mesh_vert_iface)
- .fragment_source("gpu_shader_point_varying_color_frag.glsl")
+ .fragment_source("overlay_point_varying_color_frag.glsl")
.additional_info("overlay_edit_mesh_common");
GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_edge_iface, "geometry_in")
@@ -69,13 +68,12 @@ GPU_SHADER_CREATE_INFO(overlay_edit_mesh_edge_flat)
GPU_SHADER_CREATE_INFO(overlay_edit_mesh_face)
.do_static_compilation(true)
- .define("srgbTarget", "false") /* Colors are already in linear space. */
.define("FACE")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::IVEC4, "data")
.vertex_in(2, Type::VEC3, "vnor")
.vertex_out(overlay_edit_flat_color_iface)
- .fragment_source("gpu_shader_3D_smooth_color_frag.glsl")
+ .fragment_source("overlay_varying_color.glsl")
.additional_info("overlay_edit_mesh_common");
GPU_SHADER_CREATE_INFO(overlay_edit_mesh_facedot)
@@ -86,12 +84,11 @@ GPU_SHADER_CREATE_INFO(overlay_edit_mesh_facedot)
.vertex_in(2, Type::VEC4, "norAndFlag")
.define("vnor", "norAndFlag.xyz")
.vertex_out(overlay_edit_flat_color_iface)
- .fragment_source("gpu_shader_point_varying_color_frag.glsl")
+ .fragment_source("overlay_point_varying_color_frag.glsl")
.additional_info("overlay_edit_mesh_common");
GPU_SHADER_CREATE_INFO(overlay_edit_mesh_normal)
.do_static_compilation(true)
- .define("srgbTarget", "false") /* Colors are already in linear space. */
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::VEC4, "lnor")
.vertex_in(2, Type::VEC4, "vnor")
@@ -104,7 +101,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_mesh_normal)
.vertex_out(overlay_edit_flat_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_edit_mesh_normal_vert.glsl")
- .fragment_source("gpu_shader_flat_color_frag.glsl")
+ .fragment_source("overlay_varying_color.glsl")
.additional_info("draw_modelmat_instanced_attr", "draw_globals");
GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_analysis_iface, "").smooth(Type::VEC4, "weightColor");
@@ -122,14 +119,13 @@ GPU_SHADER_CREATE_INFO(overlay_edit_mesh_analysis)
GPU_SHADER_CREATE_INFO(overlay_edit_mesh_skin_root)
.do_static_compilation(true)
- .define("srgbTarget", "false") /* Colors are already in linear space. */
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::FLOAT, "size")
.vertex_in(2, Type::VEC3, "local_pos")
.vertex_out(overlay_edit_flat_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_edit_mesh_skin_root_vert.glsl")
- .fragment_source("gpu_shader_flat_color_frag.glsl")
+ .fragment_source("overlay_varying_color.glsl")
.additional_info("draw_modelmat_instanced_attr", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_edit_mesh_vert_clipped)
@@ -205,28 +201,24 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_edges_select)
GPU_SHADER_CREATE_INFO(overlay_edit_uv_faces)
.do_static_compilation(true)
- /* NOTE: Color already in Linear space. Which is what we want. */
- .define("srgbTarget", "false")
.vertex_in(0, Type::VEC2, "au")
.vertex_in(1, Type::INT, "flag")
.push_constant(Type::FLOAT, "uvOpacity")
.vertex_out(overlay_edit_flat_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_edit_uv_faces_vert.glsl")
- .fragment_source("gpu_shader_flat_color_frag.glsl")
+ .fragment_source("overlay_varying_color.glsl")
.additional_info("draw_mesh", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_edit_uv_face_dots)
.do_static_compilation(true)
- /* NOTE: Color already in Linear space. Which is what we want. */
- .define("srgbTarget", "false")
.vertex_in(0, Type::VEC2, "au")
.vertex_in(1, Type::INT, "flag")
.push_constant(Type::FLOAT, "pointSize")
.vertex_out(overlay_edit_flat_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_edit_uv_face_dots_vert.glsl")
- .fragment_source("gpu_shader_flat_color_frag.glsl")
+ .fragment_source("overlay_varying_color.glsl")
.additional_info("draw_mesh", "draw_globals");
GPU_SHADER_INTERFACE_INFO(overlay_edit_uv_vert_iface, "")
@@ -236,8 +228,6 @@ GPU_SHADER_INTERFACE_INFO(overlay_edit_uv_vert_iface, "")
GPU_SHADER_CREATE_INFO(overlay_edit_uv_verts)
.do_static_compilation(true)
- /* NOTE: Color already in Linear space. Which is what we want. */
- .define("srgbTarget", "false")
.vertex_in(0, Type::VEC2, "au")
.vertex_in(1, Type::INT, "flag")
.push_constant(Type::FLOAT, "pointSize")
@@ -251,13 +241,11 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_verts)
GPU_SHADER_CREATE_INFO(overlay_edit_uv_tiled_image_borders)
.do_static_compilation(true)
- /* NOTE: Color already in Linear space. Which is what we want. */
- .define("srgbTarget", "false")
.vertex_in(0, Type::VEC3, "pos")
.push_constant(Type::VEC4, "color")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_edit_uv_tiled_image_borders_vert.glsl")
- .fragment_source("gpu_shader_uniform_color_frag.glsl")
+ .fragment_source("overlay_uniform_color_frag.glsl")
.additional_info("draw_mesh");
GPU_SHADER_INTERFACE_INFO(edit_uv_image_iface, "").smooth(Type::VEC2, "uvs");
@@ -293,14 +281,12 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_mask_image)
* \{ */
GPU_SHADER_CREATE_INFO(overlay_edit_uv_stretching)
- /* NOTE: Color already in Linear space. Which is what we want. */
- .define("srgbTarget", "false")
.vertex_in(0, Type::VEC2, "pos")
.push_constant(Type::VEC2, "aspect")
.vertex_out(overlay_edit_nopersp_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_edit_uv_stretching_vert.glsl")
- .fragment_source("gpu_shader_2D_smooth_color_frag.glsl")
+ .fragment_source("overlay_varying_color.glsl")
.additional_info("draw_mesh", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_edit_uv_stretching_area)
@@ -328,8 +314,6 @@ GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type::IN
GPU_SHADER_CREATE_INFO(overlay_edit_curve_handle)
.do_static_compilation(true)
.typedef_source("overlay_shader_shared.h")
- /* NOTE: Color already in Linear space. Which is what we want. */
- .define("srgbTarget", "false")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::INT, "data")
.vertex_out(overlay_edit_curve_handle_iface)
@@ -340,7 +324,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_curve_handle)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_edit_curve_handle_vert.glsl")
.geometry_source("overlay_edit_curve_handle_geom.glsl")
- .fragment_source("gpu_shader_3D_smooth_color_frag.glsl")
+ .fragment_source("overlay_varying_color.glsl")
.additional_info("draw_mesh", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_edit_curve_handle_clipped)
@@ -350,8 +334,6 @@ GPU_SHADER_CREATE_INFO(overlay_edit_curve_handle_clipped)
GPU_SHADER_CREATE_INFO(overlay_edit_curve_point)
.do_static_compilation(true)
.typedef_source("overlay_shader_shared.h")
- /* NOTE: Color already in Linear space. Which is what we want. */
- .define("srgbTarget", "false")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::INT, "data")
.vertex_out(overlay_edit_flat_color_iface)
@@ -359,7 +341,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_curve_point)
.push_constant(Type::INT, "curveHandleDisplay")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_edit_curve_point_vert.glsl")
- .fragment_source("gpu_shader_point_varying_color_frag.glsl")
+ .fragment_source("overlay_point_varying_color_frag.glsl")
.additional_info("draw_mesh", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_edit_curve_point_clipped)
@@ -368,8 +350,6 @@ GPU_SHADER_CREATE_INFO(overlay_edit_curve_point_clipped)
GPU_SHADER_CREATE_INFO(overlay_edit_curve_wire)
.do_static_compilation(true)
- /* NOTE: Color already in Linear space. Which is what we want. */
- .define("srgbTarget", "false")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::VEC3, "nor")
.vertex_in(2, Type::VEC3, "tan")
@@ -378,7 +358,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_curve_wire)
.vertex_out(overlay_edit_flat_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_edit_curve_wire_vert.glsl")
- .fragment_source("gpu_shader_flat_color_frag.glsl")
+ .fragment_source("overlay_varying_color.glsl")
.additional_info("draw_modelmat", "draw_resource_id_uniform", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_edit_curve_wire_clipped)
@@ -393,14 +373,12 @@ GPU_SHADER_CREATE_INFO(overlay_edit_curve_wire_clipped)
GPU_SHADER_CREATE_INFO(overlay_edit_lattice_point)
.do_static_compilation(true)
- /* NOTE: Color already in Linear space. Which is what we want. */
- .define("srgbTarget", "false")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::INT, "data")
.vertex_out(overlay_edit_flat_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_edit_lattice_point_vert.glsl")
- .fragment_source("gpu_shader_point_varying_color_frag.glsl")
+ .fragment_source("overlay_point_varying_color_frag.glsl")
.additional_info("draw_mesh", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_edit_lattice_point_clipped)
@@ -409,15 +387,13 @@ GPU_SHADER_CREATE_INFO(overlay_edit_lattice_point_clipped)
GPU_SHADER_CREATE_INFO(overlay_edit_lattice_wire)
.do_static_compilation(true)
- /* NOTE: Color already in Linear space. Which is what we want. */
- .define("srgbTarget", "false")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::FLOAT, "weight")
.sampler(0, ImageType::FLOAT_1D, "weightTex")
.vertex_out(overlay_edit_smooth_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_edit_lattice_wire_vert.glsl")
- .fragment_source("gpu_shader_3D_smooth_color_frag.glsl")
+ .fragment_source("overlay_varying_color.glsl")
.additional_info("draw_mesh", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_edit_lattice_wire_clipped)
@@ -432,8 +408,6 @@ GPU_SHADER_CREATE_INFO(overlay_edit_lattice_wire_clipped)
GPU_SHADER_CREATE_INFO(overlay_edit_particle_strand)
.do_static_compilation(true)
- /* NOTE: Color already in Linear space. Which is what we want. */
- .define("srgbTarget", "false")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::FLOAT, "color")
.sampler(0, ImageType::FLOAT_1D, "weightTex")
@@ -441,7 +415,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_particle_strand)
.vertex_out(overlay_edit_smooth_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_edit_particle_strand_vert.glsl")
- .fragment_source("gpu_shader_3D_smooth_color_frag.glsl")
+ .fragment_source("overlay_varying_color.glsl")
.additional_info("draw_mesh", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_edit_particle_strand_clipped)
@@ -450,14 +424,12 @@ GPU_SHADER_CREATE_INFO(overlay_edit_particle_strand_clipped)
GPU_SHADER_CREATE_INFO(overlay_edit_particle_point)
.do_static_compilation(true)
- /* NOTE: Color already in Linear space. Which is what we want. */
- .define("srgbTarget", "false")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::FLOAT, "color")
.vertex_out(overlay_edit_flat_color_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_edit_particle_point_vert.glsl")
- .fragment_source("gpu_shader_point_varying_color_frag.glsl")
+ .fragment_source("overlay_point_varying_color_frag.glsl")
.additional_info("draw_mesh", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_edit_particle_point_clipped)
@@ -472,8 +444,6 @@ GPU_SHADER_CREATE_INFO(overlay_edit_particle_point_clipped)
GPU_SHADER_CREATE_INFO(overlay_edit_gpencil)
.typedef_source("overlay_shader_shared.h")
- /* NOTE: Color already in Linear space. Which is what we want. */
- .define("srgbTarget", "false")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::INT, "ma")
.vertex_in(2, Type::UINT, "vflag")
@@ -493,7 +463,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_gpencil)
GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_wire)
.do_static_compilation(true)
.vertex_out(overlay_edit_smooth_color_iface)
- .fragment_source("gpu_shader_3D_smooth_color_frag.glsl")
+ .fragment_source("overlay_varying_color.glsl")
.additional_info("overlay_edit_gpencil");
GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_wire_clipped)
@@ -504,7 +474,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_point)
.do_static_compilation(true)
.define("USE_POINTS")
.vertex_out(overlay_edit_flat_color_iface)
- .fragment_source("gpu_shader_point_varying_color_frag.glsl")
+ .fragment_source("overlay_point_varying_color_frag.glsl")
.additional_info("overlay_edit_gpencil");
GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_point_clipped)
@@ -514,8 +484,6 @@ GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_point_clipped)
/* TODO(fclem): Refactor this to take list of point instead of drawing 1 point per drawcall. */
GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_guide_point)
.do_static_compilation(true)
- /* NOTE: Color already in Linear space. Which is what we want. */
- .define("srgbTarget", "false")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::INT, "data")
.vertex_out(overlay_edit_flat_color_iface)
@@ -524,7 +492,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_guide_point)
.push_constant(Type::VEC4, "pColor")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_edit_gpencil_guide_vert.glsl")
- .fragment_source("gpu_shader_point_varying_color_frag.glsl")
+ .fragment_source("overlay_point_varying_color_frag.glsl")
.additional_info("draw_mesh", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_guide_point_clipped)
@@ -543,7 +511,7 @@ GPU_SHADER_CREATE_INFO(overlay_depth_only)
.do_static_compilation(true)
.vertex_in(0, Type::VEC3, "pos")
.vertex_source("overlay_depth_only_vert.glsl")
- .fragment_source("gpu_shader_depth_only_frag.glsl")
+ .fragment_source("overlay_depth_only_frag.glsl")
.additional_info("draw_mesh");
GPU_SHADER_CREATE_INFO(overlay_depth_only_clipped)
@@ -558,13 +526,11 @@ GPU_SHADER_CREATE_INFO(overlay_depth_only_clipped)
GPU_SHADER_CREATE_INFO(overlay_uniform_color)
.do_static_compilation(true)
- /* NOTE: Color already in Linear space. Which is what we want. */
- .define("srgbTarget", "false")
.vertex_in(0, Type::VEC3, "pos")
.push_constant(Type::VEC4, "color")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_depth_only_vert.glsl")
- .fragment_source("gpu_shader_uniform_color_frag.glsl")
+ .fragment_source("overlay_uniform_color_frag.glsl")
.additional_info("draw_mesh");
GPU_SHADER_CREATE_INFO(overlay_uniform_color_clipped)