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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl108
1 files changed, 82 insertions, 26 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl
index 7f445369833..1c12a4f942d 100644
--- a/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl
@@ -1,31 +1,87 @@
+flat in vec4 radii;
+flat in vec4 thresholds;
+
+flat in vec4 finalColor;
+flat in vec4 finalOutlineColor;
+
+flat in int finalFlags;
-in vec4 radii;
-in vec4 finalColor;
-in vec4 finalOutlineColor;
out vec4 fragColor;
+const float diagonal_scale = sqrt(0.5);
+
+const float minmax_bias = 0.7;
+const float minmax_scale = sqrt(1.0 / (1.0 + 1.0/minmax_bias));
+
+bool test(int bit) {
+ return (finalFlags & bit) != 0;
+}
+
void main() {
- vec2 quad = abs(gl_PointCoord - vec2(0.5));
- float dist = quad.x + quad.y;
-
-// transparent outside of point
-// --- 0 ---
-// smooth transition
-// --- 1 ---
-// pure outline color
-// --- 2 ---
-// smooth transition
-// --- 3 ---
-// pure point color
-// ...
-// dist = 0 at center of point
-
- float mid_stroke = 0.5 * (radii[1] + radii[2]);
-
- vec4 backgroundColor = vec4(finalOutlineColor.rgb, 0.0);
-
- if (dist > mid_stroke)
- fragColor = mix(finalOutlineColor, backgroundColor, smoothstep(radii[1], radii[0], dist));
- else
- fragColor = mix(finalColor, finalOutlineColor, smoothstep(radii[3], radii[2], dist));
+ vec2 pos = gl_PointCoord - vec2(0.5);
+ vec2 absPos = abs(pos);
+ float radius = (absPos.x + absPos.y) * diagonal_scale;
+
+ float outline_dist = -1.0;
+
+ /* Diamond outline */
+ if (test(0x1)) {
+ outline_dist = max(outline_dist, radius - radii[0]);
+ }
+
+ /* Circle outline */
+ if (test(0x2)) {
+ radius = length(absPos);
+
+ outline_dist = max(outline_dist, radius - radii[1]);
+ }
+
+ /* Top & Bottom clamp */
+ if (test(0x4)) {
+ outline_dist = max(outline_dist, absPos.y - radii[2]);
+ }
+
+ /* Left & Right clamp */
+ if (test(0x8)) {
+ outline_dist = max(outline_dist, absPos.x - radii[2]);
+ }
+
+ float alpha = 1 - smoothstep(thresholds[0], thresholds[1], abs(outline_dist));
+
+ /* Inside the outline. */
+ if (outline_dist < 0) {
+ /* Middle dot */
+ if (test(0x10)) {
+ alpha = max(alpha, 1 - smoothstep(thresholds[2], thresholds[3], radius));
+ }
+
+ /* Up and down arrow-like shading. */
+ if (test(0x300)) {
+ float ypos = -1.0;
+
+ /* Up arrow (maximum) */
+ if (test(0x100)) {
+ ypos = max(ypos, pos.y);
+ }
+ /* Down arrow (minimum) */
+ if (test(0x200)) {
+ ypos = max(ypos, -pos.y);
+ }
+
+ /* Arrow shape threshold. */
+ float minmax_dist = (ypos - radii[3]) - absPos.x * minmax_bias;
+ float minmax_step = smoothstep(thresholds[0], thresholds[1], minmax_dist * minmax_scale);
+
+ /* Reduced alpha for uncertain extremes. */
+ float minmax_alpha = test(0x400) ? 0.55 : 0.85;
+
+ alpha = max(alpha, minmax_step * minmax_alpha);
+ }
+
+ fragColor = mix(finalColor, finalOutlineColor, alpha);
+ }
+ /* Outside the outline. */
+ else {
+ fragColor = vec4(finalOutlineColor.rgb, finalOutlineColor.a * alpha);
+ }
}