diff options
Diffstat (limited to 'source/blender/draw/intern/shaders/common_globals_lib.glsl')
-rw-r--r-- | source/blender/draw/intern/shaders/common_globals_lib.glsl | 108 |
1 files changed, 108 insertions, 0 deletions
diff --git a/source/blender/draw/intern/shaders/common_globals_lib.glsl b/source/blender/draw/intern/shaders/common_globals_lib.glsl new file mode 100644 index 00000000000..151932a3b47 --- /dev/null +++ b/source/blender/draw/intern/shaders/common_globals_lib.glsl @@ -0,0 +1,108 @@ +#define COMMON_GLOBALS_LIB + +/* keep in sync with GlobalsUboStorage */ +layout(std140) uniform globalsBlock +{ + vec4 colorWire; + vec4 colorWireEdit; + vec4 colorActive; + vec4 colorSelect; + vec4 colorDupliSelect; + vec4 colorDupli; + vec4 colorLibrarySelect; + vec4 colorLibrary; + vec4 colorTransform; + vec4 colorLight; + vec4 colorSpeaker; + vec4 colorCamera; + vec4 colorCameraPath; + vec4 colorEmpty; + vec4 colorVertex; + vec4 colorVertexSelect; + vec4 colorVertexUnreferenced; + vec4 colorVertexMissingData; + vec4 colorEditMeshActive; + vec4 colorEdgeSelect; + vec4 colorEdgeSeam; + vec4 colorEdgeSharp; + vec4 colorEdgeCrease; + vec4 colorEdgeBWeight; + vec4 colorEdgeFaceSelect; + vec4 colorEdgeFreestyle; + vec4 colorFace; + vec4 colorFaceSelect; + vec4 colorFaceFreestyle; + vec4 colorNormal; + vec4 colorVNormal; + vec4 colorLNormal; + vec4 colorFaceDot; + vec4 colorSkinRoot; + vec4 colorDeselect; + vec4 colorOutline; + vec4 colorLightNoAlpha; + + vec4 colorBackground; + vec4 colorEditMeshMiddle; + + vec4 colorHandleFree; + vec4 colorHandleAuto; + vec4 colorHandleVect; + vec4 colorHandleAlign; + vec4 colorHandleAutoclamp; + vec4 colorHandleSelFree; + vec4 colorHandleSelAuto; + vec4 colorHandleSelVect; + vec4 colorHandleSelAlign; + vec4 colorHandleSelAutoclamp; + vec4 colorNurbUline; + vec4 colorNurbVline; + vec4 colorNurbSelUline; + vec4 colorNurbSelVline; + vec4 colorActiveSpline; + + vec4 colorBonePose; + + vec4 colorCurrentFrame; + + vec4 colorGrid; + vec4 colorGridEmphasise; + vec4 colorGridAxisX; + vec4 colorGridAxisY; + vec4 colorGridAxisZ; + + vec4 screenVecs[2]; + vec4 sizeViewport; /* Inverted size in zw. */ + + float sizePixel; /* This one is for dpi scalling */ + float pixelFac; /* To use with mul_project_m4_v3_zfac() */ + float sizeObjectCenter; + float sizeLightCenter; + float sizeLightCircle; + float sizeLightCircleShadow; + float sizeVertex; + float sizeEdge; + float sizeEdgeFix; + float sizeFaceDot; + + float pad_globalsBlock; +}; + +#define sizeViewportInv (sizeViewport.zw) + +/* data[0] (1st byte flags) */ +#define FACE_ACTIVE (1 << 0) +#define FACE_SELECTED (1 << 1) +#define FACE_FREESTYLE (1 << 2) +#define VERT_UV_SELECT (1 << 3) +#define VERT_UV_PINNED (1 << 4) +#define EDGE_UV_SELECT (1 << 5) +#define FACE_UV_ACTIVE (1 << 6) +#define FACE_UV_SELECT (1 << 7) +/* data[1] (2st byte flags) */ +#define VERT_ACTIVE (1 << 0) +#define VERT_SELECTED (1 << 1) +#define EDGE_ACTIVE (1 << 2) +#define EDGE_SELECTED (1 << 3) +#define EDGE_SEAM (1 << 4) +#define EDGE_SHARP (1 << 5) +#define EDGE_FREESTYLE (1 << 6) |