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 | 60 |
1 files changed, 0 insertions, 60 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 deleted file mode 100644 index 336f310837e..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_width_geom.glsl +++ /dev/null @@ -1,60 +0,0 @@ - -// 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 colors_len; /* 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 ((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); - } - gl_Position = v2 + (wdir * w2); - EmitVertex(); - - gl_Position = v2 - (wdir * w2); - EmitVertex(); - - EndPrimitive(); -} |