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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl54
1 files changed, 20 insertions, 34 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
index 3d3a042de65..8325568988c 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
@@ -4,15 +4,13 @@
#define MID_VERTEX 65
-#ifndef USE_GPU_SHADER_CREATE_INFO
-
/* u is position along the curve, defining the tangent space.
* v is "signed" distance (compressed to [0..1] range) from the pos in expand direction */
in vec2 uv;
in vec2 pos; /* verts position in the curve tangent space */
in vec2 expand;
-# ifdef USE_INSTANCE
+#ifdef USE_INSTANCE
/* Instance attrs. */
in vec2 P0;
in vec2 P1;
@@ -29,10 +27,21 @@ in float dash_alpha;
uniform vec4 colors[6];
-# else
+# define colStart (colid_doarrow[0] < 3 ? start_color : colors[colid_doarrow[0]])
+# define colEnd (colid_doarrow[1] < 3 ? end_color : colors[colid_doarrow[1]])
+# define colShadow colors[colid_doarrow[2]]
+# define doArrow (colid_doarrow[3] != 0)
+# define doMuted (domuted[0] != 0)
+
+#else
/* Single curve drawcall, use uniform. */
uniform vec2 bezierPts[4];
+# define P0 bezierPts[0]
+# define P1 bezierPts[1]
+# define P2 bezierPts[2]
+# define P3 bezierPts[3]
+
uniform vec4 colors[3];
uniform bool doArrow;
uniform bool doMuted;
@@ -41,7 +50,11 @@ uniform float thickness;
uniform float dash_factor;
uniform float dash_alpha;
-# endif
+# define colShadow colors[0]
+# define colStart colors[1]
+# define colEnd colors[2]
+
+#endif
uniform float expandSize;
uniform float arrowSize;
@@ -54,33 +67,6 @@ flat out float lineLength;
flat out float dashFactor;
flat out float dashAlpha;
flat out int isMainLine;
-#endif
-
-#ifdef USE_INSTANCE
-# define colStart (colid_doarrow[0] < 3 ? start_color : node_link_data.colors[colid_doarrow[0]])
-# define colEnd (colid_doarrow[1] < 3 ? end_color : node_link_data.colors[colid_doarrow[1]])
-# define colShadow node_link_data.colors[colid_doarrow[2]]
-# define doArrow (colid_doarrow[3] != 0)
-# define doMuted (domuted[0] != 0)
-
-#else
-# define P0 node_link_data.bezierPts[0]
-# define P1 node_link_data.bezierPts[1]
-# define P2 node_link_data.bezierPts[2]
-# define P3 node_link_data.bezierPts[3]
-# define cols node_link_data.colors
-# define doArrow node_link_data.doArrow
-# define doMuted node_link_data.doMuted
-# define dim_factor node_link_data.dim_factor
-# define thickness node_link_data.thickness
-# define dash_factor node_link_data.dash_factor
-# define dash_alpha node_link_data.dash_alpha
-
-# define colShadow node_link_data.colors[0]
-# define colStart node_link_data.colors[1]
-# define colEnd node_link_data.colors[2]
-
-#endif
/* Define where along the noodle the gradient will starts and ends.
* Use 0.25 instead of 0.35-0.65, because of a visual shift issue. */
@@ -115,7 +101,7 @@ void main(void)
vec2 normal = tangent.yx * vec2(-1.0, 1.0);
/* Position vertex on the curve tangent space */
- point += (pos.x * tangent + pos.y * normal) * node_link_data.arrowSize;
+ point += (pos.x * tangent + pos.y * normal) * arrowSize;
gl_Position = ModelViewProjectionMatrix * vec4(point, 0.0, 1.0);
@@ -153,7 +139,7 @@ void main(void)
finalColor[3] *= dim_factor;
/* Expand into a line */
- gl_Position.xy += exp_axis * node_link_data.expandSize * expand_dist * thickness;
+ gl_Position.xy += exp_axis * expandSize * expand_dist * thickness;
/* If the link is not muted or is not a reroute arrow the points are squashed to the center of
* the line. Magic numbers are defined in drawnode.c */