diff options
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.glsl | 108 |
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); + } } |