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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl55
1 files changed, 27 insertions, 28 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl
index 1e5a75c37b8..11f67172e89 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl
@@ -5,14 +5,13 @@
* Dashed is performed in screen space.
*/
-
/* Make to be used with dynamic batching so no Model Matrix needed */
uniform mat4 ModelViewProjectionMatrix;
uniform vec2 viewport_size;
/* Uniforms from fragment shader, used here to optimize out useless computation in case of solid line. */
-uniform float dash_factor; /* if > 1.0, solid line. */
-uniform int colors_len; /* Enabled if > 0, 1 for solid line. */
+uniform float dash_factor; /* if > 1.0, solid line. */
+uniform int colors_len; /* Enabled if > 0, 1 for solid line. */
layout(lines) in;
@@ -24,41 +23,41 @@ noperspective out vec4 color_geom;
void main()
{
- vec4 v1 = gl_in[0].gl_Position;
- vec4 v2 = gl_in[1].gl_Position;
+ vec4 v1 = gl_in[0].gl_Position;
+ vec4 v2 = gl_in[1].gl_Position;
- gl_Position = v1;
- color_geom = color_vert[0];
- distance_along_line = 0.0f;
+ gl_Position = v1;
+ color_geom = color_vert[0];
+ distance_along_line = 0.0f;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
+ world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
#endif
- EmitVertex();
+ EmitVertex();
- gl_Position = v2;
- color_geom = color_vert[1];
- if ((colors_len == 1) || (dash_factor >= 1.0f)) {
- /* Solid line, optimize out distance computation! */
- distance_along_line = 0.0f;
- }
- else {
- vec2 p1 = (v1.xy / v1.w) * 0.5 + 0.5; // <- device coordinates in [0..1] range.
- p1 = p1 * viewport_size; // <- 'virtual' screen coordinates.
+ gl_Position = v2;
+ color_geom = color_vert[1];
+ if ((colors_len == 1) || (dash_factor >= 1.0f)) {
+ /* Solid line, optimize out distance computation! */
+ distance_along_line = 0.0f;
+ }
+ else {
+ vec2 p1 = (v1.xy / v1.w) * 0.5 + 0.5; // <- device coordinates in [0..1] range.
+ p1 = p1 * viewport_size; // <- 'virtual' screen coordinates.
- vec2 p2 = (v2.xy / v2.w) * 0.5 + 0.5; // <- device coordinates in [0..1] range.
- p2 = p2 * viewport_size; // <- 'virtual' screen coordinates.
+ vec2 p2 = (v2.xy / v2.w) * 0.5 + 0.5; // <- device coordinates in [0..1] range.
+ p2 = p2 * viewport_size; // <- 'virtual' screen coordinates.
- distance_along_line = distance(p1, p2);
- }
+ distance_along_line = distance(p1, p2);
+ }
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
+ world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
#endif
- EmitVertex();
+ EmitVertex();
- EndPrimitive();
+ EndPrimitive();
- /* Note: we could also use similar approach as diag_stripes_frag, but this would give us dashed 'anchored'
- * to the screen, and not to one end of the line... */
+ /* Note: we could also use similar approach as diag_stripes_frag, but this would give us dashed 'anchored'
+ * to the screen, and not to one end of the line... */
}