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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_geometry.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_geometry.glsl140
1 files changed, 71 insertions, 69 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_geometry.glsl b/source/blender/gpu/shaders/gpu_shader_geometry.glsl
index 705b79cbf56..f62040589e5 100644
--- a/source/blender/gpu/shaders/gpu_shader_geometry.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_geometry.glsl
@@ -7,9 +7,11 @@ uniform int osd_active_uv_offset;
layout(lines_adjacency) in;
layout(triangle_strip, max_vertices = 4) out;
-in block {
- VertexData v;
-} inpt[];
+in block
+{
+ VertexData v;
+}
+inpt[];
/* compatibility */
out vec3 varnormal;
@@ -18,98 +20,98 @@ out vec3 varposition;
uniform bool osd_flat_shading;
uniform int osd_fvar_count;
-#define INTERP_FACE_VARYING_2(result, fvarOffset, tessCoord) \
- { \
- vec2 v[4]; \
- int primOffset = (gl_PrimitiveID + PrimitiveIdBase) * 4; \
- for (int i = 0; i < 4; ++i) { \
- int index = (primOffset + i) * osd_fvar_count + fvarOffset; \
- v[i] = vec2(texelFetch(FVarDataBuffer, index).s, \
- texelFetch(FVarDataBuffer, index + 1).s); \
- } \
- result = mix(mix(v[0], v[1], tessCoord.s), \
- mix(v[3], v[2], tessCoord.s), \
- tessCoord.t); \
- }
-
-# define INTERP_FACE_VARYING_ATT_2(result, fvarOffset, tessCoord) \
- { \
- vec2 tmp; \
- INTERP_FACE_VARYING_2(tmp, fvarOffset, tessCoord); \
- result = vec3(tmp, 0); \
- }
+#define INTERP_FACE_VARYING_2(result, fvarOffset, tessCoord) \
+ { \
+ vec2 v[4]; \
+ int primOffset = (gl_PrimitiveID + PrimitiveIdBase) * 4; \
+ for (int i = 0; i < 4; ++i) { \
+ int index = (primOffset + i) * osd_fvar_count + fvarOffset; \
+ v[i] = vec2(texelFetch(FVarDataBuffer, index).s, texelFetch(FVarDataBuffer, index + 1).s); \
+ } \
+ result = mix(mix(v[0], v[1], tessCoord.s), mix(v[3], v[2], tessCoord.s), tessCoord.t); \
+ }
+
+#define INTERP_FACE_VARYING_ATT_2(result, fvarOffset, tessCoord) \
+ { \
+ vec2 tmp; \
+ INTERP_FACE_VARYING_2(tmp, fvarOffset, tessCoord); \
+ result = vec3(tmp, 0); \
+ }
uniform samplerBuffer FVarDataBuffer;
uniform isamplerBuffer FVarDataOffsetBuffer;
-out block {
- VertexData v;
-} outpt;
+out block
+{
+ VertexData v;
+}
+outpt;
void set_mtface_vertex_attrs(vec2 st);
void emit_flat(int index, vec3 normal)
{
- outpt.v.position = inpt[index].v.position;
- outpt.v.normal = normal;
+ outpt.v.position = inpt[index].v.position;
+ outpt.v.normal = normal;
- /* Compatibility */
- varnormal = outpt.v.normal;
- varposition = outpt.v.position.xyz;
+ /* Compatibility */
+ varnormal = outpt.v.normal;
+ varposition = outpt.v.position.xyz;
- /* TODO(sergey): Only uniform subdivisions atm. */
- vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
- vec2 st = quadst[index];
+ /* TODO(sergey): Only uniform subdivisions atm. */
+ vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
+ vec2 st = quadst[index];
- INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
+ INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
- set_mtface_vertex_attrs(st);
+ set_mtface_vertex_attrs(st);
- gl_Position = ProjectionMatrix * inpt[index].v.position;
- EmitVertex();
+ gl_Position = ProjectionMatrix * inpt[index].v.position;
+ EmitVertex();
}
void emit_smooth(int index)
{
- outpt.v.position = inpt[index].v.position;
- outpt.v.normal = inpt[index].v.normal;
+ outpt.v.position = inpt[index].v.position;
+ outpt.v.normal = inpt[index].v.normal;
- /* Compatibility */
- varnormal = outpt.v.normal;
- varposition = outpt.v.position.xyz;
+ /* Compatibility */
+ varnormal = outpt.v.normal;
+ varposition = outpt.v.position.xyz;
- /* TODO(sergey): Only uniform subdivisions atm. */
- vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
- vec2 st = quadst[index];
+ /* TODO(sergey): Only uniform subdivisions atm. */
+ vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
+ vec2 st = quadst[index];
- INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
+ INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
- set_mtface_vertex_attrs(st);
+ set_mtface_vertex_attrs(st);
- gl_Position = ProjectionMatrix * inpt[index].v.position;
- EmitVertex();
+ gl_Position = ProjectionMatrix * inpt[index].v.position;
+ EmitVertex();
}
void main()
{
- gl_PrimitiveID = gl_PrimitiveIDIn;
-
- if (osd_flat_shading) {
- vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
- vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz;
- vec3 flat_normal = normalize(cross(B, A));
- emit_flat(0, flat_normal);
- emit_flat(1, flat_normal);
- emit_flat(3, flat_normal);
- emit_flat(2, flat_normal);
- }
- else {
- emit_smooth(0);
- emit_smooth(1);
- emit_smooth(3);
- emit_smooth(2);
- }
- EndPrimitive();
+ gl_PrimitiveID = gl_PrimitiveIDIn;
+
+ if (osd_flat_shading) {
+ vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
+ vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz;
+ vec3 flat_normal = normalize(cross(B, A));
+ emit_flat(0, flat_normal);
+ emit_flat(1, flat_normal);
+ emit_flat(3, flat_normal);
+ emit_flat(2, flat_normal);
+ }
+ else {
+ emit_smooth(0);
+ emit_smooth(1);
+ emit_smooth(3);
+ emit_smooth(2);
+ }
+ EndPrimitive();
}
-void set_mtface_vertex_attrs(vec2 st) {
+void set_mtface_vertex_attrs(vec2 st)
+{