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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.glsl55
1 files changed, 11 insertions, 44 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 af9a24d1280..1ddffaef16e 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
@@ -6,57 +6,24 @@
* Dashed is performed in screen space.
*/
-#ifndef USE_GPU_SHADER_CREATE_INFO
-
-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 colors_len > 0. */
-/* NOTE: max number of steps/colors in pattern is 32! */
-uniform int colors_len; /* Enabled if > 0, 1 for solid line. */
-uniform vec4 colors[32];
-
-flat in vec4 color_vert;
-
-noperspective in vec2 stipple_pos;
-flat in vec2 stipple_start;
-
-out vec4 fragColor;
-#endif
-
void main()
{
float distance_along_line = distance(stipple_pos, stipple_start);
- /* Multi-color option. */
- if (colors_len > 0) {
- /* Solid line case, simple. */
- if (colors_len == 1) {
- fragColor = colors[0];
- }
- /* Actually dashed line... */
- else {
- float normalized_distance = fract(distance_along_line / dash_width);
- fragColor = colors[int(normalized_distance * colors_len)];
- }
+ /* Solid line case, simple. */
+ if (dash_factor >= 1.0f) {
+ fragColor = color;
}
- /* Single color option. */
+ /* Actually dashed line... */
else {
- /* Solid line case, simple. */
- if (dash_factor >= 1.0f) {
- fragColor = color_vert;
+ float normalized_distance = fract(distance_along_line / dash_width);
+ if (normalized_distance <= dash_factor) {
+ fragColor = color;
+ }
+ else if (colors_len > 0) {
+ fragColor = color2;
}
- /* Actually dashed line... */
else {
- float normalized_distance = fract(distance_along_line / dash_width);
- if (normalized_distance <= dash_factor) {
- fragColor = color_vert;
- }
- else {
- discard;
- }
+ discard;
}
}
}