diff options
Diffstat (limited to 'source/blender/draw/modes/shaders/animviz_mpath_lines_vert.glsl')
-rw-r--r-- | source/blender/draw/modes/shaders/animviz_mpath_lines_vert.glsl | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/source/blender/draw/modes/shaders/animviz_mpath_lines_vert.glsl b/source/blender/draw/modes/shaders/animviz_mpath_lines_vert.glsl new file mode 100644 index 00000000000..276f4004fb6 --- /dev/null +++ b/source/blender/draw/modes/shaders/animviz_mpath_lines_vert.glsl @@ -0,0 +1,91 @@ + +uniform mat4 ViewMatrix; +uniform mat4 ViewProjectionMatrix; +uniform vec2 viewportSize; + +uniform int frameCurrent; +uniform int frameStart; +uniform int frameEnd; +uniform int cacheStart; +uniform bool selected; +uniform bool useCustomColor; +uniform vec3 customColor; + +in vec3 pos; + +out vec2 ssPos; +out vec4 finalColor_geom; + +/* project to screen space */ +vec2 proj(vec4 pos) +{ + return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize; +} + +#define SET_INTENSITY(A, B, C, min, max) (((1.0 - (float(C - B) / float(C - A))) * (max - min)) + min) + +void main() +{ + gl_Position = ViewProjectionMatrix * vec4(pos, 1.0); + + ssPos = proj(gl_Position); + + int frame = gl_VertexID + cacheStart; + + float intensity; /* how faint */ + + vec3 blend_base = (abs(frame - frameCurrent) == 1) ? colorCurrentFrame.rgb : colorBackground.rgb; /* "bleed" cframe color to ease color blending */ + + /* TODO: We might want something more consistent with custom color and standard colors. */ + if (frame < frameCurrent) { + if (useCustomColor) { + /* Custom color: previous frames color is darker than current frame */ + finalColor_geom.rgb = customColor * 0.25; + } + else { + /* black - before frameCurrent */ + if (selected) { + intensity = SET_INTENSITY(frameStart, frame, frameCurrent, 0.25, 0.75); + } + else { + intensity = SET_INTENSITY(frameStart, frame, frameCurrent, 0.68, 0.92); + } + finalColor_geom.rgb = mix(colorWire.rgb, blend_base, intensity); + } + } + else if (frame > frameCurrent) { + if (useCustomColor) { + /* Custom color: next frames color is equal to user selected color */ + finalColor_geom.rgb = customColor; + } + else { + /* blue - after frameCurrent */ + if (selected) { + intensity = SET_INTENSITY(frameCurrent, frame, frameEnd, 0.25, 0.75); + } + else { + intensity = SET_INTENSITY(frameCurrent, frame, frameEnd, 0.68, 0.92); + } + + finalColor_geom.rgb = mix(colorBonePose.rgb, blend_base, intensity); + } + } + else { + if (useCustomColor) { + /* Custom color: current frame color is slightly darker than user selected color */ + finalColor_geom.rgb = customColor * 0.5; + } + else { + /* green - on frameCurrent */ + if (selected) { + intensity = 0.5f; + } + else { + intensity = 0.99f; + } + finalColor_geom.rgb = clamp(mix(colorCurrentFrame.rgb, colorBackground.rgb, intensity) - 0.1, 0.0, 0.1); + } + } + + finalColor_geom.a = 1.0; +} |