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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.glsl60
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();
-}