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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_edituvs_stretch_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_edituvs_stretch_vert.glsl30
1 files changed, 30 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_stretch_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_stretch_vert.glsl
index 4588e41573b..c575e06ed3b 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_stretch_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_stretch_vert.glsl
@@ -1,8 +1,16 @@
uniform mat4 ModelViewProjectionMatrix;
+uniform vec2 aspect;
in vec2 pos;
+
+#ifndef STRETCH_ANGLE
in float stretch;
+#else
+
+in vec4 uv_adj;
+in float angle;
+#endif
noperspective out vec4 finalColor;
@@ -42,8 +50,30 @@ vec3 weight_to_rgb(float weight)
return r_rgb;
}
+#define M_PI 3.1415926535897932
+
+/* Adapted from BLI_math_vector.h */
+float angle_normalized_v2v2(vec2 v1, vec2 v2)
+{
+ v1 = normalize(v1 * aspect);
+ v2 = normalize(v2 * aspect);
+ /* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */
+ bool q = (dot(v1, v2) >= 0.0);
+ vec2 v = (q) ? (v1 - v2) : (v1 + v2);
+ float a = 2.0 * asin(length(v) / 2.0);
+ return (q) ? a : M_PI - a;
+}
+
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
+
+#ifdef STRETCH_ANGLE
+ float uv_angle = angle_normalized_v2v2(uv_adj.xy, uv_adj.zw) / M_PI;
+ float stretch = 1.0 - abs(uv_angle - angle);
+ stretch = stretch;
+ stretch = 1.0 - stretch * stretch;
+#endif
+
finalColor = vec4(weight_to_rgb(stretch), 1.0);
}