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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/overlay_extra_lightprobe_grid_vert.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_extra_lightprobe_grid_vert.glsl61
1 files changed, 61 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_extra_lightprobe_grid_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_extra_lightprobe_grid_vert.glsl
new file mode 100644
index 00000000000..1eee7ab251b
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/overlay_extra_lightprobe_grid_vert.glsl
@@ -0,0 +1,61 @@
+
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+vec4 color_from_id(float color_id)
+{
+ if (isTransform) {
+ return colorTransform;
+ }
+ else if (color_id == 1.0) {
+ return colorActive;
+ }
+ else /* 2.0 */ {
+ return colorSelect;
+ }
+
+ return colorTransform;
+}
+
+/* Replace top 2 bits (of the 16bit output) by outlineId.
+ * This leaves 16K different IDs to create outlines between objects.
+ * SHIFT = (32 - (16 - 2)) */
+#define SHIFT 18u
+
+void main()
+{
+ mat4 model_mat = gridModelMatrix;
+ model_mat[0][3] = model_mat[1][3] = model_mat[2][3] = 0.0;
+ model_mat[3][3] = 1.0;
+ float color_id = gridModelMatrix[3].w;
+
+ ivec3 grid_resolution = ivec3(gridModelMatrix[0].w, gridModelMatrix[1].w, gridModelMatrix[2].w);
+
+ vec3 ls_cell_location;
+ /* Keep in sync with update_irradiance_probe */
+ ls_cell_location.z = float(gl_VertexID % grid_resolution.z);
+ ls_cell_location.y = float((gl_VertexID / grid_resolution.z) % grid_resolution.y);
+ ls_cell_location.x = float(gl_VertexID / (grid_resolution.z * grid_resolution.y));
+
+ ls_cell_location += 0.5;
+ ls_cell_location /= vec3(grid_resolution);
+ ls_cell_location = ls_cell_location * 2.0 - 1.0;
+
+ vec3 ws_cell_location = (model_mat * vec4(ls_cell_location, 1.0)).xyz;
+ gl_Position = point_world_to_ndc(ws_cell_location);
+ gl_PointSize = sizeVertex * 2.0;
+
+ finalColor = color_from_id(color_id);
+
+ /* Shade occluded points differently. */
+ vec4 p = gl_Position / gl_Position.w;
+ float z_depth = texture(depthBuffer, p.xy * 0.5 + 0.5).r * 2.0 - 1.0;
+ float z_delta = p.z - z_depth;
+ if (z_delta > 0.0) {
+ float fac = 1.0 - z_delta * 10000.0;
+ /* Smooth blend to avoid flickering. */
+ finalColor = mix(colorBackground, finalColor, clamp(fac, 0.5, 1.0));
+ }
+
+ view_clipping_distances(ws_cell_location);
+}