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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.glsl65
1 files changed, 0 insertions, 65 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
deleted file mode 100644
index 584a179a9ac..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_geom.glsl
+++ /dev/null
@@ -1,65 +0,0 @@
-
-/*
- * Geometry Shader for dashed lines, with uniform multi-color(s),
- * or any single-color, and unary thickness.
- *
- * 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. */
-
-layout(lines) in;
-
-in vec4 color_vert[];
-
-layout(line_strip, max_vertices = 2) out;
-noperspective out float distance_along_line;
-noperspective out vec4 color_geom;
-
-void main()
-{
- 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;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
-#endif
- 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.
-
- 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);
- }
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
-#endif
- EmitVertex();
-
- 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... */
-}