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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl48
1 files changed, 48 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
new file mode 100644
index 00000000000..9fdf8ececc5
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
@@ -0,0 +1,48 @@
+/**
+ * Simple shader that just draw multiple icons at the specified locations
+ * does not need any vertex input (producing less call to immBegin/End)
+ **/
+
+/* Same as ICON_DRAW_CACHE_SIZE */
+#define MAX_CALLS 16
+
+uniform vec4 calls_data[MAX_CALLS * 3];
+
+out vec2 texCoord_interp;
+flat out vec4 finalColor;
+
+void main()
+{
+ /* Rendering 2 triangle per icon. */
+ int i = gl_VertexID / 6;
+ int v = gl_VertexID % 6;
+
+ vec4 pos = calls_data[i*3];
+ vec4 tex = calls_data[i*3+1];
+ finalColor = calls_data[i*3+2];
+
+ /* TODO Remove this */
+ if (v == 2) v = 4;
+ else if (v == 3) v = 0;
+ else if (v == 5) v = 2;
+
+ if (v == 0) {
+ pos.xy = pos.xw;
+ tex.xy = tex.xw;
+ }
+ else if (v == 1) {
+ pos.xy = pos.xz;
+ tex.xy = tex.xz;
+ }
+ else if (v == 2) {
+ pos.xy = pos.yw;
+ tex.xy = tex.yw;
+ }
+ else {
+ pos.xy = pos.yz;
+ tex.xy = tex.yz;
+ }
+
+ gl_Position = vec4(pos.xy, 0.0f, 1.0f);
+ texCoord_interp = tex.xy;
+}