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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.glsl71
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
+}