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-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl30
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl86
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl311
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_anisotropic.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl3
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl14
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_toon.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_transparent.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_velvet.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_wireframe.glsl4
19 files changed, 260 insertions, 218 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl
new file mode 100644
index 00000000000..108fc85c4a5
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl
@@ -0,0 +1,30 @@
+
+
+uniform float dashWidth;
+
+#ifdef SMOOTH_COLOR
+noperspective in vec4 finalColor;
+#else
+flat in vec4 finalColor;
+#endif
+
+noperspective in vec2 stipple_pos;
+flat in vec2 stipple_start;
+
+out vec4 fragColor;
+
+void main()
+{
+ fragColor = finalColor;
+
+ /* Avoid passing viewport size */
+ vec2 dd = fwidth(stipple_pos);
+
+ float dist = distance(stipple_start, stipple_pos) / max(dd.x, dd.y);
+
+ if (fract(dist / dashWidth) > 0.5) {
+ fragColor.rgb = vec3(0.0);
+ }
+
+ fragColor = blender_srgb_to_framebuffer_space(fragColor);
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl
index 02bbe545436..69fe5c93a61 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl
@@ -12,6 +12,9 @@ noperspective out vec4 finalColor;
flat out vec4 finalColor;
#endif
+noperspective out vec2 stipple_pos;
+flat out vec2 stipple_start;
+
/* TODO: Port drawing to draw manager and
* remove constants duplications. */
#define VERT_UV_SELECT (1 << 3)
@@ -28,5 +31,8 @@ void main()
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
gl_Position.z = float(!is_select);
+ /* Avoid precision loss. */
+ stipple_start = stipple_pos = 500.0 + 500.0 * (gl_Position.xy / gl_Position.w);
+
finalColor = (is_select) ? selectColor : edgeColor;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
index bdc87baf924..21c7f79a57c 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
@@ -1,11 +1,67 @@
uniform vec3 checkerColorAndSize;
-noperspective in vec4 finalColor;
+noperspective in vec2 uvInterp;
noperspective in float butCo;
flat in float discardFac;
+flat in float shadeTri;
+flat in vec2 outRectSize;
+flat in vec4 outRoundCorners;
+noperspective in vec4 innerColor;
+flat in vec4 borderColor;
+flat in vec4 embossColor;
+flat in float lineWidth;
out vec4 fragColor;
+vec3 compute_masks(vec2 uv)
+{
+ bool upper_half = uv.y > outRectSize.y * 0.5;
+ bool right_half = uv.x > outRectSize.x * 0.5;
+ float corner_rad;
+
+ /* Correct aspect ratio for 2D views not using uniform scalling.
+ * uv is already in pixel space so a uniform scale should give us a ratio of 1. */
+ float ratio = (butCo != -2.0) ? (dFdy(uv.y) / dFdx(uv.x)) : 1.0;
+ vec2 uv_sdf = uv;
+ uv_sdf.x *= ratio;
+
+ if (right_half) {
+ uv_sdf.x = outRectSize.x * ratio - uv_sdf.x;
+ }
+ if (upper_half) {
+ uv_sdf.y = outRectSize.y - uv_sdf.y;
+ corner_rad = right_half ? outRoundCorners.z : outRoundCorners.w;
+ }
+ else {
+ corner_rad = right_half ? outRoundCorners.y : outRoundCorners.x;
+ }
+
+ /* Signed distance field from the corner (in pixel).
+ * inner_sdf is sharp and outer_sdf is rounded. */
+ uv_sdf -= corner_rad;
+ float inner_sdf = max(0.0, min(uv_sdf.x, uv_sdf.y));
+ float outer_sdf = -length(min(uv_sdf, 0.0));
+ float sdf = inner_sdf + outer_sdf + corner_rad;
+
+ /* Fade emboss at the border. */
+ float emboss_size = clamp((upper_half) ? 0.0 : (uv.x / corner_rad), 0.0, 1.0);
+
+ /* Clamp line width to be at least 1px wide. This can happen if the projection matrix
+ * has been scaled (i.e: Node editor)... */
+ float line_width = (lineWidth > 0.0) ? max(fwidth(uv.y), lineWidth) : 0.0;
+
+ const float aa_radius = 0.5;
+ vec3 masks;
+ masks.x = smoothstep(-aa_radius, aa_radius, sdf);
+ masks.y = smoothstep(-aa_radius, aa_radius, sdf - line_width);
+ masks.z = smoothstep(-aa_radius, aa_radius, sdf + line_width * emboss_size);
+
+ /* Compose masks together to avoid having too much alpha. */
+ masks.zx = max(vec2(0.0), masks.zx - masks.xy);
+
+ return masks;
+}
+
vec4 do_checkerboard()
{
float size = checkerColorAndSize.z;
@@ -25,16 +81,32 @@ void main()
discard;
}
- fragColor = finalColor;
-
- if (butCo > 0.5) {
- vec4 checker = do_checkerboard();
- fragColor = mix(checker, fragColor, fragColor.a);
- }
+ vec3 masks = compute_masks(uvInterp);
if (butCo > 0.0) {
+ /* Alpha checker widget. */
+ if (butCo > 0.5) {
+ vec4 checker = do_checkerboard();
+ fragColor = mix(checker, innerColor, innerColor.a);
+ }
+ else {
+ /* Set alpha to 1.0. */
+ fragColor = innerColor;
+ }
fragColor.a = 1.0;
}
+ else {
+ /* Premultiply here. */
+ fragColor = innerColor * vec4(innerColor.aaa, 1.0);
+ }
+ fragColor *= masks.y;
+ fragColor += masks.x * borderColor;
+ fragColor += masks.z * embossColor;
+
+ /* Un-premult because the blend equation is already doing the mult. */
+ if (fragColor.a > 0.0) {
+ fragColor.rgb /= fragColor.a;
+ }
fragColor = blender_srgb_to_framebuffer_space(fragColor);
}
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
index d7cc851556b..2fd5effccce 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
@@ -1,127 +1,7 @@
-#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[9] = vec2[9](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));
-
-/* 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)
-
-/* Some GPUs have performanse issues with this array being const (Doesn't fit in the registers?).
- * To resolve this issue, store the array as a uniform buffer.
- * (The array is still stored in the registry, but indexing is done in the uniform buffer.) */
-uniform 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, 0.07),
- vec2(-0.4, 0.18),
- vec2(-0.05, -0.39),
- vec2(-0.05, -0.17),
- vec2(0.41, 0.07),
- vec2(0.3, 0.18),
-
- /* 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 OX (-0.32)
-#define OY (0.1)
-#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) + OX, 1.0 + OY),
- vec2(-0.5 + OX, 1.0 + OY),
- vec2(-0.5 + OX, SC + OY)
-#undef OX
-#undef OY
-#undef SC
-);
uniform mat4 ModelViewProjectionMatrix;
-#define MAX_PARAM 11
+#define MAX_PARAM 12
#ifdef USE_INSTANCE
# define MAX_INSTANCE 6
uniform vec4 parameters[MAX_PARAM * MAX_INSTANCE];
@@ -147,105 +27,152 @@ uniform vec4 parameters[MAX_PARAM];
#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
+#define triaType parameters[gl_InstanceID * MAX_PARAM + 11].x
/* 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 vec2 uvInterp;
+flat out vec2 outRectSize;
+flat out vec4 outRoundCorners;
+noperspective out vec4 innerColor;
+flat out vec4 borderColor;
+flat out vec4 embossColor;
+flat out float lineWidth;
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;
- bool is_inner = (vflag & INNER_FLAG) != 0u;
-
- vec2 v = cornervec[vofs];
- /* Scale by corner radius */
- v *= roundCorners[cflag] * ((is_inner) ? radsi : rads);
- /* Flip in the right direction and osition to corner */
- vec4 rct = (is_inner) ? recti : rect;
- if (cflag == BOTTOM_LEFT) {
- v += rct.xz;
- }
- else if (cflag == BOTTOM_RIGHT) {
- v = vec2(-v.y, v.x);
- v += rct.yz;
+ lineWidth = abs(rect.x - recti.x);
+ vec2 emboss_ofs = vec2(0.0, -lineWidth);
+ vec2 v_pos[4] = vec2[4](rect.xz + emboss_ofs, rect.xw, rect.yz + emboss_ofs, rect.yw);
+ vec2 pos = v_pos[gl_VertexID];
+
+ uvInterp = pos - rect.xz;
+ outRectSize = rect.yw - rect.xz;
+ outRoundCorners = rads * roundCorners;
+
+ vec2 uv = uvInterp / outRectSize;
+ float fac = clamp((shadeDir > 0.0) ? uv.y : uv.x, 0.0, 1.0);
+ /* Note innerColor is premultiplied inside the fragment shader. */
+ if (doAlphaCheck) {
+ innerColor = colorInner1;
+ butCo = uv.x;
}
- else if (cflag == TOP_RIGHT) {
- v = -v;
- v += rct.yw;
- }
- else /* (cflag == TOP_LEFT) */ {
- v = vec2(v.y, -v.x);
- 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;
+ else {
+ innerColor = mix(colorInner2, colorInner1, fac);
butCo = -abs(uv.x);
}
- bool is_emboss = (vflag & EMBOSS_FLAG) != 0u;
- v.y -= (is_emboss) ? (recti.z - rect.z) : 0.0;
+ /* We need premultiplied color for transparency. */
+ borderColor = colorEdge * vec4(colorEdge.aaa, 1.0);
+ embossColor = colorEmboss * vec4(colorEmboss.aaa, 1.0);
- return v;
+ return pos;
}
vec2 do_tria()
{
- uint vofs = vflag & TRIA_VEC_RANGE;
+ int vidx = gl_VertexID % 4;
+ bool tria2 = gl_VertexID > 7;
+
+ vec2 pos;
+ float size = (tria2) ? -tria2Size : tria1Size;
+ vec2 center = (tria2) ? tria2Center : tria1Center;
+
+ vec2 arrow_pos[4] = vec2[4](vec2(0.0, 0.6), vec2(0.6, 0.0), vec2(-0.6, 0.0), vec2(0.0, -0.6));
+ /* Rotated uv space by 45deg and mirrored. */
+ vec2 arrow_uvs[4] = vec2[4](vec2(0.0, 0.85), vec2(0.85, 0.85), vec2(0.0, 0.0), vec2(0.0, 0.85));
+
+ vec2 point_pos[4] = vec2[4](vec2(-1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, -1.0), vec2(1.0, 1.0));
+ vec2 point_uvs[4] = vec2[4](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 0.0), vec2(1.0, 1.0));
+
+ /* We reuse the SDF roundbox rendering of widget to render the tria shapes.
+ * This means we do clever tricks to position the rectangle the way we want using
+ * the 2 triangles uvs. */
+ if (triaType == 0.0) {
+ /* ROUNDBOX_TRIA_NONE */
+ outRectSize = uvInterp = pos = vec2(0);
+ outRoundCorners = vec4(0.01);
+ }
+ else if (triaType == 1.0) {
+ /* ROUNDBOX_TRIA_ARROWS */
+ pos = arrow_pos[vidx];
+ uvInterp = arrow_uvs[vidx];
+ uvInterp -= vec2(0.05, 0.63); /* Translate */
+ outRectSize = vec2(0.74, 0.17);
+ outRoundCorners = vec4(0.08);
+ }
+ else if (triaType == 2.0) {
+ /* ROUNDBOX_TRIA_SCROLL */
+ pos = point_pos[vidx];
+ uvInterp = point_uvs[vidx];
+ outRectSize = vec2(1.0);
+ outRoundCorners = vec4(0.5);
+ }
+ else if (triaType == 3.0) {
+ /* ROUNDBOX_TRIA_MENU */
+ pos = tria2 ? vec2(0.0) : arrow_pos[vidx]; /* Solo tria */
+ pos = vec2(pos.y, -pos.x); /* Rotate */
+ pos += vec2(-0.05, 0.0); /* Translate */
+ size *= 0.8; /* Scale */
+ uvInterp = arrow_uvs[vidx];
+ uvInterp -= vec2(0.05, 0.63); /* Translate */
+ outRectSize = vec2(0.74, 0.17);
+ outRoundCorners = vec4(0.01);
+ }
+ else if (triaType == 4.0) {
+ /* ROUNDBOX_TRIA_CHECK */
+ /* A bit more hacky: We use the two trias joined together to render
+ * both sides of the checkmark with different length. */
+ pos = arrow_pos[min(vidx, 2)]; /* Only keep 1 triangle. */
+ pos.y = tria2 ? -pos.y : pos.y; /* Mirror along X */
+ pos = pos.x * vec2(0.0872, -0.996) + pos.y * vec2(0.996, 0.0872); /* Rotate (85deg) */
+ pos += vec2(-0.1, 0.2); /* Translate */
+ center = tria1Center;
+ size = tria1Size * 1.7; /* Scale */
+ uvInterp = arrow_uvs[vidx];
+ uvInterp -= tria2 ? vec2(0.4, 0.65) : vec2(0.08, 0.65); /* Translate */
+ outRectSize = vec2(0.74, 0.14);
+ outRoundCorners = vec4(0.01);
+ }
+ else {
+ /* ROUNDBOX_TRIA_HOLD_ACTION_ARROW */
+ /* We use a single triangle to cut the round rect in half. The edge will not be Antialiased. */
+ pos = tria2 ? vec2(0.0) : arrow_pos[min(vidx, 2)]; /* Only keep 1 triangle. */
+ pos = pos.x * vec2(0.707, 0.707) + pos.y * vec2(-0.707, 0.707); /* Rotate (45deg) */
+ pos += vec2(-1.7, 2.4); /* Translate (hardcoded, might want to remove) */
+ size *= 0.4; /* Scale */
+ uvInterp = arrow_uvs[vidx];
+ uvInterp -= vec2(0.05, 0.05); /* Translate */
+ outRectSize = vec2(0.75);
+ outRoundCorners = vec4(0.01);
+ }
- vec2 v = triavec[vofs];
+ uvInterp *= abs(size);
+ outRectSize *= abs(size);
+ outRoundCorners *= abs(size);
- finalColor = colorTria;
- butCo = -1.0;
+ pos = pos * size + center;
- bool is_tria_first = (vflag & TRIA_FIRST) != 0u;
+ innerColor = colorTria * vec4(colorTria.aaa, 1.0);
- if (is_tria_first) {
- v = v * tria1Size + tria1Center;
- }
- else {
- v = v * tria2Size + tria2Center;
- }
+ lineWidth = 0.0;
+ borderColor = vec4(0.0);
+ embossColor = vec4(0.0);
- return v;
+ butCo = -2.0;
+
+ return pos;
}
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];
+ bool is_tria = (gl_VertexID > 3);
+ vec2 pos = (is_tria) ? do_tria() : do_widget();
- gl_Position = ModelViewProjectionMatrix * vec4(v, 0.0, 1.0);
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
}
diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
index f30e292154e..6d997ec14cc 100644
--- a/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
@@ -29,4 +29,6 @@ void main()
else {
fragColor = mix(fillColor, outlineColor, smoothstep(radii[3], radii[2], dist));
}
+
+ fragColor = blender_srgb_to_framebuffer_space(fragColor);
}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl
index 8f8ebebb5f1..d6d6fbab971 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl
@@ -9,5 +9,5 @@ void node_ambient_occlusion(
}
#else
/* Stub ambient occlusion because it is not compatible with volumetrics. */
-# define node_ambient_occlusion
+# define node_ambient_occlusion(a, b, c, d, e) (e = CLOSURE_DEFAULT)
#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_anisotropic.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_anisotropic.glsl
index a8a900b40c6..e1137d9d0e7 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_anisotropic.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_anisotropic.glsl
@@ -11,5 +11,5 @@ void node_bsdf_anisotropic(vec4 color,
}
#else
/* Stub anisotropic because it is not compatible with volumetrics. */
-# define node_bsdf_anisotropic
+# define node_bsdf_anisotropic(a, b, c, d, e, f, g) (g = CLOSURE_DEFAULT)
#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl
index 714792489f6..d7b6143d2a1 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl
@@ -9,5 +9,5 @@ void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result)
}
#else
/* Stub diffuse because it is not compatible with volumetrics. */
-# define node_bsdf_diffuse
+# define node_bsdf_diffuse(a, b, c, d) (d = CLOSURE_DEFAULT)
#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
index 747395857ee..443bab7529b 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
@@ -40,4 +40,7 @@ void node_eevee_specular(vec4 diffuse,
closure_load_ssr_data(ssr_spec * alpha, roughness, normal, viewCameraVec, int(ssr_id), result);
}
+#else
+/* Stub specular because it is not compatible with volumetrics. */
+# define node_eevee_specular(a, b, c, d, e, f, g, h, i, j, k, result) (result = CLOSURE_DEFAULT)
#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl
index ece770f0e73..6d782ff18de 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl
@@ -28,5 +28,5 @@ void node_bsdf_glass(
}
#else
/* Stub glass because it is not compatible with volumetrics. */
-# define node_bsdf_glass
+# define node_bsdf_glass(a, b, c, d, e, f) (f = CLOSURE_DEFAULT)
#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl
index 7513c3a4edb..5ea22f3e0b4 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl
@@ -12,5 +12,5 @@ void node_bsdf_glossy(vec4 color, float roughness, vec3 N, float ssr_id, out Clo
}
#else
/* Stub glossy because it is not compatible with volumetrics. */
-# define node_bsdf_glossy
+# define node_bsdf_glossy(a, b, c, d, e) (e = CLOSURE_DEFAULT)
#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
index 3c85dc6456c..80ed4e1ef69 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
@@ -442,11 +442,13 @@ void node_bsdf_principled_glass(vec4 base_color,
result.transmittance = vec3(1.0 - alpha);
}
#else
+/* clang-format off */
/* Stub principled because it is not compatible with volumetrics. */
-# define node_bsdf_principled
-# define node_bsdf_principled_dielectric
-# define node_bsdf_principled_metallic
-# define node_bsdf_principled_clearcoat
-# define node_bsdf_principled_subsurface
-# define node_bsdf_principled_glass
+# define node_bsdf_principled(a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z, result) (result = CLOSURE_DEFAULT)
+# define node_bsdf_principled_dielectric(a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z, result) (result = CLOSURE_DEFAULT)
+# define node_bsdf_principled_metallic(a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z, result) (result = CLOSURE_DEFAULT)
+# define node_bsdf_principled_clearcoat(a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z, result) (result = CLOSURE_DEFAULT)
+# define node_bsdf_principled_subsurface(a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z, result) (result = CLOSURE_DEFAULT)
+# define node_bsdf_principled_glass(a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z, result) (result = CLOSURE_DEFAULT)
+/* clang-format on */
#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl
index 4088d6db06a..cd043020a7f 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl
@@ -12,5 +12,5 @@ void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Cl
}
#else
/* Stub refraction because it is not compatible with volumetrics. */
-# define node_bsdf_refraction
+# define node_bsdf_refraction(a, b, c, d, e) (e = CLOSURE_DEFAULT)
#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl
index 9bbbe71b206..c13b55513da 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl
@@ -24,5 +24,5 @@ void node_subsurface_scattering(vec4 color,
}
#else
/* Stub subsurface scattering because it is not compatible with volumetrics. */
-# define node_subsurface_scattering
+# define node_subsurface_scattering(a, b, c, d, e, f, g, h) (h = CLOSURE_DEFAULT)
#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_toon.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_toon.glsl
index 02d288d42bf..bbfc99ccc73 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_toon.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_toon.glsl
@@ -5,5 +5,5 @@ void node_bsdf_toon(vec4 color, float size, float tsmooth, vec3 N, out Closure r
}
#else
/* Stub toon because it is not compatible with volumetrics. */
-# define node_bsdf_toon
+# define node_bsdf_toon(a, b, c, d, e) (e = CLOSURE_DEFAULT)
#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl
index 5c3ed81410a..79bfd9b24bb 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl
@@ -9,5 +9,5 @@ void node_bsdf_translucent(vec4 color, vec3 N, out Closure result)
}
#else
/* Stub translucent because it is not compatible with volumetrics. */
-# define node_bsdf_translucent
+# define node_bsdf_translucent(a, b, c) (c = CLOSURE_DEFAULT)
#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_transparent.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_transparent.glsl
index 800d0f81d4a..9040f62bd3f 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_transparent.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_transparent.glsl
@@ -7,5 +7,5 @@ void node_bsdf_transparent(vec4 color, out Closure result)
}
#else
/* Stub transparent because it is not compatible with volumetrics. */
-# define node_bsdf_transparent
+# define node_bsdf_transparent(a, b) (b = CLOSURE_DEFAULT)
#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_velvet.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_velvet.glsl
index 9646ffff8ca..989f18b881a 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_velvet.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_velvet.glsl
@@ -5,5 +5,5 @@ void node_bsdf_velvet(vec4 color, float sigma, vec3 N, out Closure result)
}
#else
/* Stub velvet because it is not compatible with volumetrics. */
-# define node_bsdf_velvet
+# define node_bsdf_velvet(a, b, c, d) (d = CLOSURE_DEFAULT)
#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_wireframe.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_wireframe.glsl
index 2fcf1b8d914..e2789e046e1 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_wireframe.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_wireframe.glsl
@@ -26,6 +26,6 @@ void node_wireframe_screenspace(float size, vec2 barycentric, out float fac)
}
#else
/* Stub wireframe because it is not compatible with volumetrics. */
-# define node_wireframe
-# define node_wireframe_screenspace
+# define node_wireframe(a, b, c, d) (d = 0.0)
+# define node_wireframe_screenspace(a, b, c) (c = 0.0)
#endif