diff options
Diffstat (limited to 'source/blender/draw')
5 files changed, 16 insertions, 13 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl index 91a4ca99f7e..afd219fb831 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl @@ -26,9 +26,10 @@ uniform vec2 nearFar; /* Near & far view depths values */ /* divide by sensor size to get the normalized size */ #define calculate_coc(zdepth) (dof_mul / zdepth - dof_bias) -#define linear_depth(z) ((ProjectionMatrix[3][3] == 0.0) \ - ? (nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) \ - : z * (nearFar.y - nearFar.x) + nearFar.x) /* Only true for camera view! */ +#define linear_depth(z) \ + ((ProjectionMatrix[3][3] == 0.0) ? \ + (nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) : \ + z * (nearFar.y - nearFar.x) + nearFar.x) /* Only true for camera view! */ #define weighted_sum(a, b, c, d, e) (a * e.x + b * e.y + c * e.z + d * e.w) / max(1e-6, dot(e, vec4(1.0))); diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl index 5e4e594ecb5..1fb7a9cec46 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl @@ -31,9 +31,10 @@ float max_v4(vec4 v) { return max(max(v.x, v.y), max(v.z, v.w)); } /* divide by sensor size to get the normalized size */ #define calculate_coc(zdepth) (dof_aperturesize * (dof_distance / zdepth - 1.0) * dof_invsensorsize) -#define linear_depth(z) ((ProjectionMatrix[3][3] == 0.0) \ - ? (nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) \ - : (z * 2.0 - 1.0) * nearFar.y) +#define linear_depth(z) \ + ((ProjectionMatrix[3][3] == 0.0) ? \ + (nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) : \ + (z * 2.0 - 1.0) * nearFar.y) const float MAX_COC_SIZE = 100.0; diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c index dfd8152ae06..4afc692455c 100644 --- a/source/blender/draw/engines/workbench/workbench_deferred.c +++ b/source/blender/draw/engines/workbench/workbench_deferred.c @@ -264,8 +264,7 @@ static GPUShader *ensure_background_shader(WORKBENCH_PrivateData *wpd) static void select_deferred_shaders(WORKBENCH_PrivateData *wpd, eGPUShaderConfig sh_cfg) { - wpd->prepass_solid_sh - = ensure_deferred_prepass_shader(wpd, false, false, sh_cfg); + wpd->prepass_solid_sh = ensure_deferred_prepass_shader(wpd, false, false, sh_cfg); wpd->prepass_solid_hair_sh = ensure_deferred_prepass_shader(wpd, false, true, sh_cfg); wpd->prepass_texture_sh = ensure_deferred_prepass_shader(wpd, true, false, sh_cfg); wpd->prepass_texture_hair_sh = ensure_deferred_prepass_shader(wpd, true, true, sh_cfg); diff --git a/source/blender/draw/modes/paint_texture_mode.c b/source/blender/draw/modes/paint_texture_mode.c index 7696ce4707b..83dfdd3284f 100644 --- a/source/blender/draw/modes/paint_texture_mode.c +++ b/source/blender/draw/modes/paint_texture_mode.c @@ -155,13 +155,15 @@ static void PAINT_TEXTURE_engine_init(void *UNUSED(vedata)) } } -static DRWShadingGroup* create_texture_paint_shading_group(PAINT_TEXTURE_PassList *psl, const struct GPUTexture *texture, const DRWContextState *draw_ctx, const bool nearest_interp) +static DRWShadingGroup *create_texture_paint_shading_group( + PAINT_TEXTURE_PassList *psl, const struct GPUTexture *texture, const DRWContextState *draw_ctx, const bool nearest_interp) { Scene *scene = draw_ctx->scene; const ImagePaintSettings *imapaint = &scene->toolsettings->imapaint; const bool masking_enabled = imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL && imapaint->stencil != NULL; - DRWShadingGroup *grp = DRW_shgroup_create(masking_enabled?e_data.image_masking_sh:e_data.image_sh, psl->image_faces); + DRWShadingGroup *grp = DRW_shgroup_create( + masking_enabled ? e_data.image_masking_sh : e_data.image_sh, psl->image_faces); DRW_shgroup_uniform_texture(grp, "image", texture); DRW_shgroup_uniform_float(grp, "alpha", &draw_ctx->v3d->overlay.texture_paint_mode_opacity, 1); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl index 982ef2ca801..c43ae6073c6 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl @@ -78,9 +78,9 @@ void main() /* Facing based color blend */ vec4 vpos = ModelViewMatrix * vec4(pos, 1.0); vec3 view_normal = normalize(NormalMatrix * vnor + 1e-4); - vec3 view_vec = (ProjectionMatrix[3][3] == 0.0) - ? normalize(vpos.xyz) - : vec3(0.0, 0.0, 1.0); + vec3 view_vec = (ProjectionMatrix[3][3] == 0.0) ? + normalize(vpos.xyz) : + vec3(0.0, 0.0, 1.0); float facing = dot(view_vec, view_normal); facing = 1.0 - abs(facing) * 0.3; |