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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl102
1 files changed, 102 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl
new file mode 100644
index 00000000000..a3b61dca8b4
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl
@@ -0,0 +1,102 @@
+
+/* Values in GPU_shader.h. */
+#define GPU_KEYFRAME_SHAPE_DIAMOND (1 << 0)
+#define GPU_KEYFRAME_SHAPE_CIRCLE (1 << 1)
+#define GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL (1 << 2)
+#define GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL (1 << 3)
+#define GPU_KEYFRAME_SHAPE_INNER_DOT (1 << 4)
+#define GPU_KEYFRAME_SHAPE_ARROW_END_MAX (1 << 8)
+#define GPU_KEYFRAME_SHAPE_ARROW_END_MIN (1 << 9)
+#define GPU_KEYFRAME_SHAPE_ARROW_END_MIXED (1 << 10)
+#define GPU_KEYFRAME_SHAPE_SQUARE \
+ (GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)
+
+flat in vec4 radii;
+flat in vec4 thresholds;
+
+flat in vec4 finalColor;
+flat in vec4 finalOutlineColor;
+
+flat in int finalFlags;
+
+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 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(GPU_KEYFRAME_SHAPE_DIAMOND)) {
+ outline_dist = max(outline_dist, radius - radii[0]);
+ }
+
+ /* Circle outline */
+ if (test(GPU_KEYFRAME_SHAPE_CIRCLE)) {
+ radius = length(absPos);
+
+ outline_dist = max(outline_dist, radius - radii[1]);
+ }
+
+ /* Top & Bottom clamp */
+ if (test(GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL)) {
+ outline_dist = max(outline_dist, absPos.y - radii[2]);
+ }
+
+ /* Left & Right clamp */
+ if (test(GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)) {
+ 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(GPU_KEYFRAME_SHAPE_INNER_DOT)) {
+ alpha = max(alpha, 1 - smoothstep(thresholds[2], thresholds[3], length(absPos)));
+ }
+
+ /* Up and down arrow-like shading. */
+ if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MAX | GPU_KEYFRAME_SHAPE_ARROW_END_MIN)) {
+ float ypos = -1.0;
+
+ /* Up arrow (maximum) */
+ if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MAX)) {
+ ypos = max(ypos, pos.y);
+ }
+ /* Down arrow (minimum) */
+ if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MIN)) {
+ 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(GPU_KEYFRAME_SHAPE_ARROW_END_MIXED) ? 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);
+ }
+}