diff options
Diffstat (limited to 'source/blender/draw/intern/shaders/common_hair_refine_vert.glsl')
-rw-r--r-- | source/blender/draw/intern/shaders/common_hair_refine_vert.glsl | 71 |
1 files changed, 71 insertions, 0 deletions
diff --git a/source/blender/draw/intern/shaders/common_hair_refine_vert.glsl b/source/blender/draw/intern/shaders/common_hair_refine_vert.glsl new file mode 100644 index 00000000000..3f5e3f8226f --- /dev/null +++ b/source/blender/draw/intern/shaders/common_hair_refine_vert.glsl @@ -0,0 +1,71 @@ + +/* To be compiled with common_hair_lib.glsl */ + +out vec4 finalColor; + +vec4 get_weights_cardinal(float t) +{ + float t2 = t * t; + float t3 = t2 * t; +#if defined(CARDINAL) + float fc = 0.71; +#else /* defined(CATMULL_ROM) */ + float fc = 0.5; +#endif + + vec4 weights; + /* GLSL Optimized version of key_curve_position_weights() */ + float fct = t * fc; + float fct2 = t2 * fc; + float fct3 = t3 * fc; + weights.x = (fct2 * 2.0 - fct3) - fct; + weights.y = (t3 * 2.0 - fct3) + (-t2 * 3.0 + fct2) + 1.0; + weights.z = (-t3 * 2.0 + fct3) + (t2 * 3.0 - (2.0 * fct2)) + fct; + weights.w = fct3 - fct2; + return weights; +} + +/* TODO(fclem): This one is buggy, find why. (it's not the optimization!!) */ +vec4 get_weights_bspline(float t) +{ + float t2 = t * t; + float t3 = t2 * t; + + vec4 weights; + /* GLSL Optimized version of key_curve_position_weights() */ + weights.xz = vec2(-0.16666666, -0.5) * t3 + (0.5 * t2 + 0.5 * vec2(-t, t) + 0.16666666); + weights.y = (0.5 * t3 - t2 + 0.66666666); + weights.w = (0.16666666 * t3); + return weights; +} + +vec4 interp_data(vec4 v0, vec4 v1, vec4 v2, vec4 v3, vec4 w) +{ + return v0 * w.x + v1 * w.y + v2 * w.z + v3 * w.w; +} + +#ifdef TF_WORKAROUND +uniform int targetWidth; +uniform int targetHeight; +uniform int idOffset; +#endif + +void main(void) +{ + float interp_time; + vec4 data0, data1, data2, data3; + hair_get_interp_attrs(data0, data1, data2, data3, interp_time); + + vec4 weights = get_weights_cardinal(interp_time); + finalColor = interp_data(data0, data1, data2, data3, weights); + +#ifdef TF_WORKAROUND + int id = gl_VertexID - idOffset; + gl_Position.x = ((float(id % targetWidth) + 0.5) / float(targetWidth)) * 2.0 - 1.0; + gl_Position.y = ((float(id / targetWidth) + 0.5) / float(targetHeight)) * 2.0 - 1.0; + gl_Position.z = 0.0; + gl_Position.w = 1.0; + + gl_PointSize = 1.0; +#endif +} |