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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl38
1 files changed, 30 insertions, 8 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
index 85aab7e06ef..1bca505390b 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
@@ -1,6 +1,5 @@
// Draw dashed lines, perforated in screen space.
-// Based on a (3D) version by Mike Erwin.
#if __VERSION__ == 120
noperspective varying float distance_along_line;
@@ -11,15 +10,38 @@
#endif
uniform float dash_width;
-uniform float dash_width_on;
-uniform vec4 color1;
-uniform vec4 color2;
+
+/* Simple mode, discarding non-dash parts (so no need for blending at all). */
+uniform float dash_factor; /* if > 1.0, solid line. */
+uniform vec4 color;
+
+/* More advanced mode, allowing for complex, multi-colored patterns. Enabled when num_colors > 0. */
+/* Note: max number of steps/colors in pattern is 32! */
+uniform int num_colors; /* Enabled if > 0, 1 for solid line. */
+uniform vec4 colors[32];
void main()
{
- if (mod(distance_along_line, dash_width) <= dash_width_on) {
- fragColor = color1;
- } else {
- fragColor = color2;
+ /* Solid line cases, simple. */
+ if (num_colors == 1) {
+ fragColor = colors[0];
+ }
+ else if (dash_factor >= 1.0f) {
+ fragColor = color;
+ }
+ else {
+ /* Actually dashed line... */
+ float normalized_distance = fract(distance_along_line / dash_width);
+ if (num_colors > 0) {
+ fragColor = colors[int(normalized_distance * num_colors)];
+ }
+ else {
+ if (normalized_distance <= dash_factor) {
+ fragColor = color;
+ }
+ else {
+ discard;
+ }
+ }
}
}