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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl208
1 files changed, 208 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
new file mode 100644
index 00000000000..9b63952db5c
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
@@ -0,0 +1,208 @@
+#define BIT_RANGE(x) uint((1 << x) - 1)
+
+/* 2 bits for corner */
+/* Attention! Not the same order as in UI_interface.h!
+ * Ordered by drawing order. */
+#define BOTTOM_LEFT 0u
+#define BOTTOM_RIGHT 1u
+#define TOP_RIGHT 2u
+#define TOP_LEFT 3u
+#define CNR_FLAG_RANGE BIT_RANGE(2)
+
+/* 4bits for corner id */
+#define CORNER_VEC_OFS 2u
+#define CORNER_VEC_RANGE BIT_RANGE(4)
+const vec2 cornervec[36] = vec2[36](
+ vec2(0.0, 1.0), vec2(0.02, 0.805), vec2(0.067, 0.617), vec2(0.169, 0.45), vec2(0.293, 0.293), vec2(0.45, 0.169), vec2(0.617, 0.076), vec2(0.805, 0.02), vec2(1.0, 0.0),
+ vec2(-1.0, 0.0), vec2(-0.805, 0.02), vec2(-0.617, 0.067), vec2(-0.45, 0.169), vec2(-0.293, 0.293), vec2(-0.169, 0.45), vec2(-0.076, 0.617), vec2(-0.02, 0.805), vec2(0.0, 1.0),
+ vec2(0.0, -1.0), vec2(-0.02, -0.805), vec2(-0.067, -0.617), vec2(-0.169, -0.45), vec2(-0.293, -0.293), vec2(-0.45, -0.169), vec2(-0.617, -0.076), vec2(-0.805, -0.02), vec2(-1.0, 0.0),
+ vec2(1.0, 0.0), vec2(0.805, -0.02), vec2(0.617, -0.067), vec2(0.45, -0.169), vec2(0.293, -0.293), vec2(0.169, -0.45), vec2(0.076, -0.617), vec2(0.02, -0.805), vec2(0.0, -1.0)
+);
+
+/* 4bits for jitter id */
+#define JIT_OFS 6u
+#define JIT_RANGE BIT_RANGE(4)
+const vec2 jit[9] = vec2[9](
+ vec2( 0.468813, -0.481430), vec2(-0.155755, -0.352820),
+ vec2( 0.219306, -0.238501), vec2(-0.393286, -0.110949),
+ vec2(-0.024699, 0.013908), vec2( 0.343805, 0.147431),
+ vec2(-0.272855, 0.269918), vec2( 0.095909, 0.388710),
+ vec2( 0.0, 0.0)
+);
+
+/* 2bits for other flags */
+#define INNER_FLAG uint(1 << 10) /* is inner vert */
+#define EMBOSS_FLAG uint(1 << 11) /* is emboss vert */
+
+/* 2bits for color */
+#define COLOR_OFS 12u
+#define COLOR_RANGE BIT_RANGE(2)
+#define COLOR_INNER 0u
+#define COLOR_EDGE 1u
+#define COLOR_EMBOSS 2u
+
+/* 2bits for trias type */
+#define TRIA_FLAG uint(1 << 14) /* is tria vert */
+#define TRIA_FIRST INNER_FLAG /* is first tria (reuse INNER_FLAG) */
+
+/* We can reuse the CORNER_* bits for tria */
+#define TRIA_VEC_RANGE BIT_RANGE(6)
+const vec2 triavec[43] = vec2[43](
+
+ /* ROUNDBOX_TRIA_ARROWS */
+ vec2(-0.170000, 0.400000), vec2(-0.050000, 0.520000), vec2( 0.250000, 0.000000), vec2( 0.470000, -0.000000), vec2(-0.170000, -0.400000), vec2(-0.050000, -0.520000),
+ vec2( 0.170000, 0.400000), vec2( 0.050000, 0.520000), vec2(-0.250000, 0.000000), vec2(-0.470000, -0.000000), vec2( 0.170000, -0.400000), vec2( 0.050000, -0.520000),
+
+ /* ROUNDBOX_TRIA_SCROLL - circle tria (triangle strip) */
+ vec2(0.000000, 1.000000),
+ vec2(0.382684, 0.923879), vec2(-0.382683, 0.923880),
+ vec2(0.707107, 0.707107), vec2(-0.707107, 0.707107),
+ vec2(0.923879, 0.382684), vec2(-0.923879, 0.382684),
+ vec2(1.000000, 0.000000), vec2(-1.000000, 0.000000),
+ vec2(0.923879, -0.382684), vec2(-0.923879, -0.382684),
+ vec2(0.707107, -0.707107), vec2(-0.707107, -0.707107),
+ vec2(0.382684, -0.923879), vec2(-0.382683, -0.923880),
+ vec2(0.000000, -1.000000),
+
+ /* ROUNDBOX_TRIA_MENU - menu arrows */
+ vec2(-0.51, 0.08), vec2(-0.41, 0.20), vec2(-0.05, -0.39),
+ vec2(-0.05, -0.18), vec2(0.41, 0.08), vec2(0.3, 0.20),
+
+
+ /* ROUNDBOX_TRIA_CHECK - check mark */
+ vec2(-0.67000, 0.020000), vec2(-0.500000, 0.190000), vec2(-0.130000, -0.520000),
+ vec2(-0.130000, -0.170000), vec2(0.720000, 0.430000), vec2(0.530000, 0.590000),
+
+ /* ROUNDBOX_TRIA_HOLD_ACTION_ARROW - hold action arrows */
+#define OY (-0.2 / 2)
+#define SC (0.35 * 2)
+// vec2(-0.5 + SC, 1.0 + OY), vec2( 0.5, 1.0 + OY), vec2( 0.5, 0.0 + OY + SC),
+ vec2( 0.5 - SC, 1.0 + OY), vec2(-0.5, 1.0 + OY), vec2(-0.5, 0.0 + OY + SC)
+#undef OY
+#undef SC
+);
+
+uniform mat4 ModelViewProjectionMatrix;
+
+#define MAX_PARAM 11
+#ifdef USE_INSTANCE
+#define MAX_INSTANCE 6
+uniform vec4 parameters[MAX_PARAM * MAX_INSTANCE];
+#else
+uniform vec4 parameters[MAX_PARAM];
+#endif
+
+/* gl_InstanceID is 0 if not drawing instances. */
+#define recti parameters[gl_InstanceID * MAX_PARAM + 0]
+#define rect parameters[gl_InstanceID * MAX_PARAM + 1]
+#define radsi parameters[gl_InstanceID * MAX_PARAM + 2].x
+#define rads parameters[gl_InstanceID * MAX_PARAM + 2].y
+#define faci parameters[gl_InstanceID * MAX_PARAM + 2].zw
+#define roundCorners parameters[gl_InstanceID * MAX_PARAM + 3]
+#define colorInner1 parameters[gl_InstanceID * MAX_PARAM + 4]
+#define colorInner2 parameters[gl_InstanceID * MAX_PARAM + 5]
+#define colorEdge parameters[gl_InstanceID * MAX_PARAM + 6]
+#define colorEmboss parameters[gl_InstanceID * MAX_PARAM + 7]
+#define colorTria parameters[gl_InstanceID * MAX_PARAM + 8]
+#define tria1Center parameters[gl_InstanceID * MAX_PARAM + 9].xy
+#define tria2Center parameters[gl_InstanceID * MAX_PARAM + 9].zw
+#define tria1Size parameters[gl_InstanceID * MAX_PARAM + 10].x
+#define tria2Size parameters[gl_InstanceID * MAX_PARAM + 10].y
+#define shadeDir parameters[gl_InstanceID * MAX_PARAM + 10].z
+#define alphaDiscard parameters[gl_InstanceID * MAX_PARAM + 10].w
+
+/* We encode alpha check and discard factor together. */
+#define doAlphaCheck (alphaDiscard < 0.0)
+#define discardFactor abs(alphaDiscard)
+
+in uint vflag;
+
+noperspective out vec4 finalColor;
+noperspective out float butCo;
+flat out float discardFac;
+
+vec2 do_widget(void)
+{
+ uint cflag = vflag & CNR_FLAG_RANGE;
+ uint vofs = (vflag >> CORNER_VEC_OFS) & CORNER_VEC_RANGE;
+
+ vec2 v = cornervec[cflag * 9u + vofs];
+
+ bool is_inner = (vflag & INNER_FLAG) != 0u;
+
+ /* Scale by corner radius */
+ v *= roundCorners[cflag] * ((is_inner) ? radsi : rads);
+
+ /* Position to corner */
+ vec4 rct = (is_inner) ? recti : rect;
+ if (cflag == BOTTOM_LEFT)
+ v += rct.xz;
+ else if (cflag == BOTTOM_RIGHT)
+ v += rct.yz;
+ else if (cflag == TOP_RIGHT)
+ v += rct.yw;
+ else /* (cflag == TOP_LEFT) */
+ v += rct.xw;
+
+ vec2 uv = faci * (v - recti.xz);
+
+ /* compute uv and color gradient */
+ uint color_id = (vflag >> COLOR_OFS) & COLOR_RANGE;
+ if (color_id == COLOR_INNER) {
+ float fac = clamp((shadeDir > 0.0) ? uv.y : uv.x, 0.0, 1.0);
+
+ if (doAlphaCheck) {
+ finalColor = colorInner1;
+ butCo = uv.x;
+ }
+ else {
+ finalColor = mix(colorInner2, colorInner1, fac);
+ butCo = -abs(uv.x);
+ }
+ }
+ else if (color_id == COLOR_EDGE) {
+ finalColor = colorEdge;
+ butCo = -abs(uv.x);
+ }
+ else /* (color_id == COLOR_EMBOSS) */ {
+ finalColor = colorEmboss;
+ butCo = -abs(uv.x);
+ }
+
+ bool is_emboss = (vflag & EMBOSS_FLAG) != 0u;
+ v.y -= (is_emboss) ? 1.0f : 0.0;
+
+ return v;
+}
+
+vec2 do_tria()
+{
+ uint vofs = vflag & TRIA_VEC_RANGE;
+
+ vec2 v = triavec[vofs];
+
+ finalColor = colorTria;
+ butCo = -1.0;
+
+ bool is_tria_first = (vflag & TRIA_FIRST) != 0u;
+
+ if (is_tria_first)
+ v = v * tria1Size + tria1Center;
+ else
+ v = v * tria2Size + tria2Center;
+
+ return v;
+}
+
+void main()
+{
+ discardFac = discardFactor;
+ bool is_tria = (vflag & TRIA_FLAG) != 0u;
+
+ vec2 v = (is_tria) ? do_tria() : do_widget();
+
+ /* Antialiasing offset */
+ v += jit[(vflag >> JIT_OFS) & JIT_RANGE];
+
+ gl_Position = ModelViewProjectionMatrix * vec4(v, 0.0, 1.0);
+}