diff options
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.glsl | 59 |
1 files changed, 59 insertions, 0 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 new file mode 100644 index 00000000000..20c72f4407d --- /dev/null +++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl @@ -0,0 +1,59 @@ + +// Draw dashed lines, perforated in screen space, with non-unary width. + +/* Make to be used with dynamic batching so no Model Matrix needed */ +uniform mat4 ModelViewProjectionMatrix; +uniform vec2 viewport_size; + +/* Width of the generated 'line'. */ +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 num_colors; /* Enabled if > 0, 1 for solid line. */ + +layout(lines) in; + +layout(triangle_strip, max_vertices = 4) out; +noperspective out float distance_along_line; + +void main() +{ + 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; + + /* 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(); + + gl_Position = v1 - (wdir * w1); + EmitVertex(); + + if ((num_colors == 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); + } + gl_Position = v2 + (wdir * w2); + EmitVertex(); + + gl_Position = v2 - (wdir * w2); + EmitVertex(); + + EndPrimitive(); +} |