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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.glsl54
1 files changed, 54 insertions, 0 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
new file mode 100644
index 00000000000..7caf00f58fd
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
@@ -0,0 +1,54 @@
+
+/*
+ * Fragment Shader for dashed lines, with uniform multi-color(s), or any single-color, and any thickness.
+ *
+ * Dashed is performed in screen space.
+ */
+
+uniform float dash_width;
+
+/* Simple mode, discarding non-dash parts (so no need for blending at all). */
+uniform float dash_factor; /* if > 1.0, solid line. */
+
+/* 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];
+
+noperspective in float distance_along_line;
+noperspective in vec4 color_geom;
+
+out vec4 fragColor;
+
+void main()
+{
+ /* Multi-color option. */
+ if (num_colors > 0) {
+ /* Solid line case, simple. */
+ if (num_colors == 1) {
+ fragColor = colors[0];
+ }
+ /* Actually dashed line... */
+ else {
+ float normalized_distance = fract(distance_along_line / dash_width);
+ fragColor = colors[int(normalized_distance * num_colors)];
+ }
+ }
+ /* Single color option. */
+ else {
+ /* Solid line case, simple. */
+ if (dash_factor >= 1.0f) {
+ fragColor = color_geom;
+ }
+ /* Actually dashed line... */
+ else {
+ float normalized_distance = fract(distance_along_line / dash_width);
+ if (normalized_distance <= dash_factor) {
+ fragColor = color_geom;
+ }
+ else {
+ discard;
+ }
+ }
+ }
+}