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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl53
1 files changed, 53 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl
new file mode 100644
index 00000000000..fb981a8167a
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl
@@ -0,0 +1,53 @@
+
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+/* TODO(fclem): Share with C code. */
+#define VCLASS_SCREENALIGNED (1 << 9)
+
+#define VCLASS_EMPTY_AXES (1 << 11)
+
+vec3 rotate(vec3 vec, vec4 quat)
+{
+ /* The quaternion representation here stores the w component in the first index. */
+ return vec + 2.0 * cross(quat.yzw, cross(quat.yzw, vec) + quat.x * vec);
+}
+
+void main()
+{
+ /* Drawsize packed in alpha. */
+ float draw_size = color.a;
+
+ vec3 world_pos = part_pos;
+
+#ifdef USE_DOTS
+ gl_Position = point_world_to_ndc(world_pos);
+ /* World sized points. */
+ gl_PointSize = sizePixel * draw_size * ProjectionMatrix[1][1] * sizeViewport.y / gl_Position.w;
+#else
+
+ if ((vclass & VCLASS_SCREENALIGNED) != 0) {
+ /* World sized, camera facing geometry. */
+ world_pos += (screenVecs[0].xyz * pos.x + screenVecs[1].xyz * pos.y) * draw_size;
+ }
+ else {
+ world_pos += rotate(pos, part_rot) * draw_size;
+ }
+
+ gl_Position = point_world_to_ndc(world_pos);
+#endif
+
+ /* Coloring */
+ if ((vclass & VCLASS_EMPTY_AXES) != 0) {
+ /* See VBO construction for explanation. */
+ finalColor = vec4(clamp(pos * 10000.0, 0.0, 1.0), 1.0);
+ }
+ else if (part_val < 0.0) {
+ finalColor = vec4(color.rgb, 1.0);
+ }
+ else {
+ finalColor = vec4(texture(weightTex, part_val).rgb, 1.0);
+ }
+
+ view_clipping_distances(world_pos);
+}