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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl62
1 files changed, 31 insertions, 31 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl
index 5a4da5cc9d4..434917f8052 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl
@@ -6,11 +6,11 @@ uniform mat4 ModelViewProjectionMatrix;
uniform vec2 viewport_size;
/* Width of the generated 'line'. */
-uniform float width; /* in pixels, screen space. */
+uniform float width; /* in pixels, screen space. */
/* 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;
@@ -19,41 +19,41 @@ noperspective out float distance_along_line;
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;
- /* Width, from 2D screen space in pixels, to ModelViewProjection space of each input vertices. */
- float w1 = (width / viewport_size) * v1.w * 2.0;
- float w2 = (width / viewport_size) * v2.w * 2.0;
+ /* Width, from 2D screen space in pixels, to ModelViewProjection space of each input vertices. */
+ float w1 = (width / viewport_size) * v1.w * 2.0;
+ float w2 = (width / viewport_size) * v2.w * 2.0;
- /* Normalized vector parallel to screen and orthogonal to line. */
- vec4 wdir = normalize(vec4(v1.y - v2.y, v2.x - v1.x, 0.0, 0.0))
+ /* Normalized vector parallel to screen and orthogonal to line. */
+ vec4 wdir = normalize(vec4(v1.y - v2.y, v2.x - v1.x, 0.0, 0.0))
- distance_along_line = 0.0f;
- gl_Position = v1 + (wdir * w1);
- EmitVertex();
+ distance_along_line = 0.0f;
+ gl_Position = v1 + (wdir * w1);
+ EmitVertex();
- gl_Position = v1 - (wdir * w1);
- EmitVertex();
+ gl_Position = v1 - (wdir * w1);
+ EmitVertex();
- 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.
+ 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);
- }
- gl_Position = v2 + (wdir * w2);
- EmitVertex();
+ distance_along_line = distance(p1, p2);
+ }
+ gl_Position = v2 + (wdir * w2);
+ EmitVertex();
- gl_Position = v2 - (wdir * w2);
- EmitVertex();
+ gl_Position = v2 - (wdir * w2);
+ EmitVertex();
- EndPrimitive();
+ EndPrimitive();
}