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Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl48
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl35
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl10
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl107
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl35
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl186
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_frag.glsl13
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl64
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fullscreen_vert.glsl10
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_depth_copy_frag.glsl12
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_frag.glsl (renamed from source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl)4
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl4
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl11
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_mball_handles_vert.glsl (renamed from source/blender/gpu/shaders/gpu_shader_instance_mball_helpers_vert.glsl)0
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl205
-rw-r--r--source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl14
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_frag.glsl61
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_geom.glsl37
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_simple_geom.glsl36
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_simple_vert.glsl22
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_vert.glsl19
21 files changed, 867 insertions, 66 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
new file mode 100644
index 00000000000..9fdf8ececc5
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
@@ -0,0 +1,48 @@
+/**
+ * Simple shader that just draw multiple icons at the specified locations
+ * does not need any vertex input (producing less call to immBegin/End)
+ **/
+
+/* Same as ICON_DRAW_CACHE_SIZE */
+#define MAX_CALLS 16
+
+uniform vec4 calls_data[MAX_CALLS * 3];
+
+out vec2 texCoord_interp;
+flat out vec4 finalColor;
+
+void main()
+{
+ /* Rendering 2 triangle per icon. */
+ int i = gl_VertexID / 6;
+ int v = gl_VertexID % 6;
+
+ vec4 pos = calls_data[i*3];
+ vec4 tex = calls_data[i*3+1];
+ finalColor = calls_data[i*3+2];
+
+ /* TODO Remove this */
+ if (v == 2) v = 4;
+ else if (v == 3) v = 0;
+ else if (v == 5) v = 2;
+
+ if (v == 0) {
+ pos.xy = pos.xw;
+ tex.xy = tex.xw;
+ }
+ else if (v == 1) {
+ pos.xy = pos.xz;
+ tex.xy = tex.xz;
+ }
+ else if (v == 2) {
+ pos.xy = pos.yw;
+ tex.xy = tex.yw;
+ }
+ else {
+ pos.xy = pos.yz;
+ tex.xy = tex.yz;
+ }
+
+ gl_Position = vec4(pos.xy, 0.0f, 1.0f);
+ texCoord_interp = tex.xy;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl
new file mode 100644
index 00000000000..118f4e3b187
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl
@@ -0,0 +1,35 @@
+/**
+ * Simple shader that just draw one icon at the specified location
+ * does not need any vertex input (producing less call to immBegin/End)
+ **/
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform vec4 rect_icon;
+uniform vec4 rect_geom;
+
+out vec2 texCoord_interp;
+
+void main()
+{
+ vec2 uv;
+ vec2 co;
+ if (gl_VertexID == 0) {
+ co = rect_geom.xw;
+ uv = rect_icon.xw;
+ }
+ else if (gl_VertexID == 1) {
+ co = rect_geom.xy;
+ uv = rect_icon.xy;
+ }
+ else if (gl_VertexID == 2) {
+ co = rect_geom.zw;
+ uv = rect_icon.zw;
+ }
+ else {
+ co = rect_geom.zy;
+ uv = rect_icon.zy;
+ }
+
+ gl_Position = ModelViewProjectionMatrix * vec4(co, 0.0f, 1.0f);
+ texCoord_interp = uv;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl
new file mode 100644
index 00000000000..8dda575107a
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl
@@ -0,0 +1,10 @@
+
+in float colorGradient;
+in vec4 finalColor;
+
+out vec4 fragColor;
+
+void main() {
+ fragColor = finalColor;
+ fragColor.a *= smoothstep(1.0, 0.1, abs(colorGradient));
+} \ No newline at end of file
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
new file mode 100644
index 00000000000..4c295fcd72a
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
@@ -0,0 +1,107 @@
+/**
+ * 2D Quadratic Bezier thick line drawing
+ **/
+
+#define MID_VERTEX 57
+
+/* u is position along the curve, defining the tangent space.
+ * v is "signed" distance (compressed to [0..1] range) from the pos in expand direction */
+in vec2 uv;
+in vec2 pos; /* verts position in the curve tangent space */
+in vec2 expand;
+
+#ifdef USE_INSTANCE
+/* Instance attrib */
+in vec2 P0;
+in vec2 P1;
+in vec2 P2;
+in vec2 P3;
+in ivec4 colid_doarrow;
+
+uniform vec4 colors[6];
+
+#define colStart colors[colid_doarrow[0]]
+#define colEnd colors[colid_doarrow[1]]
+#define colShadow colors[colid_doarrow[2]]
+#define doArrow (colid_doarrow[3] != 0)
+
+#else
+/* Single curve drawcall, use uniform. */
+uniform vec2 bezierPts[4];
+
+#define P0 bezierPts[0]
+#define P1 bezierPts[1]
+#define P2 bezierPts[2]
+#define P3 bezierPts[3]
+
+uniform vec4 colors[3];
+uniform bool doArrow;
+
+#define colShadow colors[0]
+#define colStart colors[1]
+#define colEnd colors[2]
+
+#endif
+
+uniform float expandSize;
+uniform float arrowSize;
+uniform mat4 ModelViewProjectionMatrix;
+
+out float colorGradient;
+out vec4 finalColor;
+
+void main(void)
+{
+ float t = uv.x;
+ float t2 = t * t;
+ float t2_3 = 3.0 * t2;
+ float one_minus_t = 1.0 - t;
+ float one_minus_t2 = one_minus_t * one_minus_t;
+ float one_minus_t2_3 = 3.0 * one_minus_t2;
+
+ vec2 point = (P0 * one_minus_t2 * one_minus_t +
+ P1 * one_minus_t2_3 * t +
+ P2 * t2_3 * one_minus_t +
+ P3 * t2 * t);
+
+ vec2 tangent = ((P1 - P0) * one_minus_t2_3 +
+ (P2 - P1) * 6.0 * (t - t2) +
+ (P3 - P2) * t2_3);
+
+ /* tangent space at t */
+ tangent = normalize(tangent);
+ vec2 normal = tangent.yx * vec2(-1.0, 1.0);
+
+ /* Position vertex on the curve tangent space */
+ point += (pos.x * tangent + pos.y * normal) * arrowSize;
+
+ gl_Position = ModelViewProjectionMatrix * vec4(point, 0.0, 1.0);
+
+ vec2 exp_axis = expand.x * tangent + expand.y * normal;
+
+ /* rotate & scale the expand axis */
+ exp_axis = ModelViewProjectionMatrix[0].xy * exp_axis.xx +
+ ModelViewProjectionMatrix[1].xy * exp_axis.yy;
+
+
+ float expand_dist = (uv.y * 2.0 - 1.0);
+ colorGradient = expand_dist;
+
+ if (gl_VertexID < MID_VERTEX) {
+ /* Shadow pass */
+ finalColor = colShadow;
+ }
+ else {
+ /* Second pass */
+ finalColor = mix(colStart, colEnd, uv.x);
+ expand_dist *= 0.5;
+ }
+
+ /* Expand into a line */
+ gl_Position.xy += exp_axis * expandSize * expand_dist;
+
+ /* if arrow */
+ if (expand.y != 1.0 && !doArrow) {
+ gl_Position.xy *= 0.0;
+ }
+} \ No newline at end of file
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
new file mode 100644
index 00000000000..f660cae8d12
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
@@ -0,0 +1,35 @@
+uniform vec3 checkerColorAndSize;
+
+noperspective in vec4 finalColor;
+noperspective in float butCo;
+
+out vec4 fragColor;
+
+vec4 do_checkerboard()
+{
+ float size = checkerColorAndSize.z;
+ vec2 phase = mod(gl_FragCoord.xy, size * 2.0);
+
+ if ((phase.x > size && phase.y < size) ||
+ (phase.x < size && phase.y > size))
+ {
+ return vec4(checkerColorAndSize.xxx, 1.0);
+ }
+ else {
+ return vec4(checkerColorAndSize.yyy, 1.0);
+ }
+}
+
+void main()
+{
+ fragColor = finalColor;
+
+ if (butCo > 0.5) {
+ vec4 checker = do_checkerboard();
+ fragColor = mix(checker, fragColor, fragColor.a);
+ }
+
+ if (butCo > 0.0) {
+ fragColor.a = 1.0;
+ }
+} \ No newline at end of file
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
new file mode 100644
index 00000000000..0c351a3bce4
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
@@ -0,0 +1,186 @@
+#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[36] = vec2[36](
+ 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),
+ vec2(-1.0, 0.0), vec2(-0.805, 0.02), vec2(-0.617, 0.067), vec2(-0.45, 0.169), vec2(-0.293, 0.293), vec2(-0.169, 0.45), vec2(-0.076, 0.617), vec2(-0.02, 0.805), vec2(0.0, 1.0),
+ 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),
+ vec2(1.0, 0.0), vec2(0.805, -0.02), vec2(0.617, -0.067), vec2(0.45, -0.169), vec2(0.293, -0.293), vec2(0.169, -0.45), vec2(0.076, -0.617), vec2(0.02, -0.805), vec2(0.0, -1.0)
+);
+
+/* 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)
+const vec2 triavec[34] = vec2[34](
+ /* horizontal tria */
+ vec2(-0.352077, 0.532607), vec2(-0.352077, -0.549313), vec2( 0.330000, -0.008353),
+ vec2( 0.352077, 0.532607), vec2( 0.352077, -0.549313), vec2(-0.330000, -0.008353),
+ /* 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),
+ /* menu arrow */
+ vec2(-0.33, 0.16), vec2(0.33, 0.16), vec2(0.0, 0.82),
+ vec2(0.0, -0.82), vec2(-0.33, -0.16), vec2(0.33, -0.16),
+ /* check mark */
+ vec2(-0.578579, 0.253369), vec2(-0.392773, 0.412794), vec2(-0.004241, -0.328551),
+ vec2(-0.003001, 0.034320), vec2(1.055313, 0.864744), vec2(0.866408, 1.026895)
+);
+
+uniform mat4 ModelViewProjectionMatrix;
+
+#ifdef USE_INSTANCE
+#define MAX_INSTANCE 6
+uniform vec4 parameters[11 * MAX_INSTANCE];
+#else
+uniform vec4 parameters[11];
+#endif
+
+/* gl_InstanceID is 0 if not drawing instances. */
+#define recti parameters[gl_InstanceID * 11 + 0]
+#define rect parameters[gl_InstanceID * 11 + 1]
+#define radsi parameters[gl_InstanceID * 11 + 2].x
+#define rads parameters[gl_InstanceID * 11 + 2].y
+#define faci parameters[gl_InstanceID * 11 + 2].zw
+#define roundCorners parameters[gl_InstanceID * 11 + 3]
+#define colorInner1 parameters[gl_InstanceID * 11 + 4]
+#define colorInner2 parameters[gl_InstanceID * 11 + 5]
+#define colorEdge parameters[gl_InstanceID * 11 + 6]
+#define colorEmboss parameters[gl_InstanceID * 11 + 7]
+#define colorTria parameters[gl_InstanceID * 11 + 8]
+#define tria1Center parameters[gl_InstanceID * 11 + 9].xy
+#define tria2Center parameters[gl_InstanceID * 11 + 9].zw
+#define tria1Size parameters[gl_InstanceID * 11 + 10].x
+#define tria2Size parameters[gl_InstanceID * 11 + 10].y
+#define shadeDir parameters[gl_InstanceID * 11 + 10].z
+#define doAlphaCheck parameters[gl_InstanceID * 11 + 10].w
+
+in uint vflag;
+
+noperspective out vec4 finalColor;
+noperspective out float butCo;
+
+vec2 do_widget(void)
+{
+ uint cflag = vflag & CNR_FLAG_RANGE;
+ uint vofs = (vflag >> CORNER_VEC_OFS) & CORNER_VEC_RANGE;
+
+ vec2 v = cornervec[cflag * 9u + vofs];
+
+ bool is_inner = (vflag & INNER_FLAG) != 0u;
+
+ /* Scale by corner radius */
+ v *= roundCorners[cflag] * ((is_inner) ? radsi : rads);
+
+ /* Position to corner */
+ vec4 rct = (is_inner) ? recti : rect;
+ if (cflag == BOTTOM_LEFT)
+ v += rct.xz;
+ else if (cflag == BOTTOM_RIGHT)
+ v += rct.yz;
+ else if (cflag == TOP_RIGHT)
+ v += rct.yw;
+ else /* (cflag == TOP_LEFT) */
+ v += rct.xw;
+
+ /* compute uv and color gradient */
+ uint color_id = (vflag >> COLOR_OFS) & COLOR_RANGE;
+ if (color_id == COLOR_INNER) {
+ vec2 uv = faci * (v - recti.xz);
+ float fac = clamp((shadeDir > 0.0) ? uv.y : uv.x, 0.0, 1.0);
+ if (doAlphaCheck != 0.0) {
+ finalColor = colorInner1;
+ butCo = uv.x;
+ }
+ else {
+ finalColor = mix(colorInner2, colorInner1, fac);
+ butCo = -1.0;
+ }
+ }
+ else if (color_id == COLOR_EDGE) {
+ finalColor = colorEdge;
+ butCo = -1.0;
+ }
+ else /* (color_id == COLOR_EMBOSS) */ {
+ finalColor = colorEmboss;
+ butCo = -1.0;
+ }
+
+ bool is_emboss = (vflag & EMBOSS_FLAG) != 0u;
+ v.y -= (is_emboss) ? 1.0f : 0.0;
+
+ return v;
+}
+
+vec2 do_tria()
+{
+ uint vofs = vflag & TRIA_VEC_RANGE;
+
+ vec2 v = triavec[vofs];
+
+ finalColor = colorTria;
+ butCo = -1.0;
+
+ bool is_tria_first = (vflag & TRIA_FIRST) != 0u;
+
+ if (is_tria_first)
+ v = v * tria1Size + tria1Center;
+ else
+ v = v * tria2Size + tria2Center;
+
+ return v;
+}
+
+void main()
+{
+ bool is_tria = (vflag & TRIA_FLAG) != 0u;
+
+ vec2 v = (is_tria) ? do_tria() : do_widget();
+
+ /* Antialiasing offset */
+ v += jit[(vflag >> JIT_OFS) & JIT_RANGE];
+
+ gl_Position = ModelViewProjectionMatrix * vec4(v, 0.0, 1.0);
+} \ No newline at end of file
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_frag.glsl
new file mode 100644
index 00000000000..7587b2fc18a
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_frag.glsl
@@ -0,0 +1,13 @@
+
+in float shadowFalloff;
+
+out vec4 fragColor;
+
+uniform float alpha;
+
+void main()
+{
+ fragColor = vec4(0.0);
+ /* Manual curve fit of the falloff curve of previous drawing method. */
+ fragColor.a = alpha * (shadowFalloff * shadowFalloff * 0.722 + shadowFalloff * 0.277);
+} \ No newline at end of file
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl
new file mode 100644
index 00000000000..2f5353a7c86
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl
@@ -0,0 +1,64 @@
+#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[36] = vec2[36](
+ 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),
+ vec2(-1.0, 0.0), vec2(-0.805, 0.02), vec2(-0.617, 0.067), vec2(-0.45, 0.169), vec2(-0.293, 0.293), vec2(-0.169, 0.45), vec2(-0.076, 0.617), vec2(-0.02, 0.805), vec2(0.0, 1.0),
+ 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),
+ vec2(1.0, 0.0), vec2(0.805, -0.02), vec2(0.617, -0.067), vec2(0.45, -0.169), vec2(0.293, -0.293), vec2(0.169, -0.45), vec2(0.076, -0.617), vec2(0.02, -0.805), vec2(0.0, -1.0)
+);
+
+#define INNER_FLAG uint(1 << 10) /* is inner vert */
+
+uniform mat4 ModelViewProjectionMatrix;
+
+uniform vec4 parameters[4];
+/* radi and rad per corner */
+#define recti parameters[0]
+#define rect parameters[1]
+#define radsi parameters[2].x
+#define rads parameters[2].y
+#define roundCorners parameters[3]
+
+in uint vflag;
+
+out float shadowFalloff;
+
+void main()
+{
+ uint cflag = vflag & CNR_FLAG_RANGE;
+ uint vofs = (vflag >> CORNER_VEC_OFS) & CORNER_VEC_RANGE;
+
+ vec2 v = cornervec[cflag * 9u + vofs];
+
+ bool is_inner = (vflag & INNER_FLAG) != 0u;
+
+ shadowFalloff = (is_inner) ? 1.0 : 0.0;
+
+ /* Scale by corner radius */
+ v *= roundCorners[cflag] * ((is_inner) ? radsi : rads);
+
+ /* Position to corner */
+ vec4 rct = (is_inner) ? recti : rect;
+ if (cflag == BOTTOM_LEFT)
+ v += rct.xz;
+ else if (cflag == BOTTOM_RIGHT)
+ v += rct.yz;
+ else if (cflag == TOP_RIGHT)
+ v += rct.yw;
+ else /* (cflag == TOP_LEFT) */
+ v += rct.xw;
+
+ gl_Position = ModelViewProjectionMatrix * vec4(v, 0.0, 1.0);
+} \ No newline at end of file
diff --git a/source/blender/gpu/shaders/gpu_shader_fullscreen_vert.glsl b/source/blender/gpu/shaders/gpu_shader_fullscreen_vert.glsl
deleted file mode 100644
index fc5cc1cdcc3..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_fullscreen_vert.glsl
+++ /dev/null
@@ -1,10 +0,0 @@
-
-in vec2 pos;
-in vec2 uvs;
-out vec4 uvcoordsvar;
-
-void main()
-{
- uvcoordsvar = vec4(uvs, 0.0, 0.0);
- gl_Position = vec4(pos, 0.0, 1.0);
-}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_depth_copy_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_depth_copy_frag.glsl
new file mode 100644
index 00000000000..10f4dfd5a87
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_depth_copy_frag.glsl
@@ -0,0 +1,12 @@
+
+in vec2 texCoord_interp;
+out vec4 fragColor;
+
+uniform sampler2D image;
+
+void main()
+{
+ float depth = texture(image, texCoord_interp).r;
+ fragColor = vec4(depth);
+ gl_FragDepth = depth;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_frag.glsl
index 7d9ce9d2003..6eeab8ca7e8 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_frag.glsl
@@ -2,11 +2,9 @@
in vec2 texCoord_interp;
out vec4 fragColor;
-uniform float alpha;
-uniform sampler2DRect image;
+uniform sampler2D image;
void main()
{
fragColor = texture(image, texCoord_interp);
- fragColor.a *= alpha;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl
index 7f3e7df40ac..d95645f58e5 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl
@@ -8,8 +8,8 @@ in vec2 texCoord_interp;
out vec4 fragColor;
uniform int interlace_id;
-uniform sampler2DRect image_a;
-uniform sampler2DRect image_b;
+uniform sampler2D image_a;
+uniform sampler2D image_b;
bool interlace()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl
new file mode 100644
index 00000000000..37686092700
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl
@@ -0,0 +1,11 @@
+
+in vec2 texCoord_interp;
+flat in vec4 finalColor;
+out vec4 fragColor;
+
+uniform sampler2D image;
+
+void main()
+{
+ fragColor = texture(image, texCoord_interp) * finalColor;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_mball_helpers_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_mball_handles_vert.glsl
index 819199c26c7..819199c26c7 100644
--- a/source/blender/gpu/shaders/gpu_shader_instance_mball_helpers_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_instance_mball_handles_vert.glsl
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 780f4f59fb9..d3bc1f0ef8e 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1,16 +1,9 @@
-uniform mat4 ModelViewMatrix;
-#ifndef EEVEE_ENGINE
-uniform mat4 ProjectionMatrix;
-uniform mat4 ViewMatrixInverse;
-uniform mat4 ViewMatrix;
-#endif
uniform mat4 ModelMatrix;
uniform mat4 ModelMatrixInverse;
+uniform mat4 ModelViewMatrix;
uniform mat4 ModelViewMatrixInverse;
-uniform mat4 ProjectionMatrixInverse;
uniform mat3 NormalMatrix;
-uniform vec4 CameraTexCoFactors;
/* Old glsl mode compat. */
@@ -238,16 +231,18 @@ void geom(
}
void particle_info(
- vec4 sprops, vec3 loc, vec3 vel, vec3 avel,
- out float index, out float age, out float life_time, out vec3 location,
+ vec4 sprops, vec4 loc, vec3 vel, vec3 avel,
+ out float index, out float random, out float age,
+ out float life_time, out vec3 location,
out float size, out vec3 velocity, out vec3 angular_velocity)
{
index = sprops.x;
+ random = loc.w;
age = sprops.y;
life_time = sprops.z;
size = sprops.w;
- location = loc;
+ location = loc.xyz;
velocity = vel;
angular_velocity = avel;
}
@@ -2533,8 +2528,7 @@ uint hash(int kx, int ky, int kz)
float bits_to_01(uint bits)
{
- float x = float(bits) * (1.0 / float(0xffffffffu));
- return x;
+ return (float(bits) / 4294967295.0);
}
float cellnoise(vec3 p)
@@ -2696,7 +2690,6 @@ void node_bsdf_glossy(vec4 color, float roughness, vec3 N, float ssr_id, out Clo
{
#ifdef EEVEE_ENGINE
vec3 out_spec, ssr_spec;
- roughness = sqrt(roughness);
eevee_closure_glossy(N, vec3(1.0), int(ssr_id), roughness, 1.0, out_spec, ssr_spec);
vec3 vN = normalize(mat3(ViewMatrix) * N);
result = CLOSURE_DEFAULT;
@@ -2718,7 +2711,8 @@ void node_bsdf_glossy(vec4 color, float roughness, vec3 N, float ssr_id, out Clo
vec3 light_specular = glLightSource[i].specular.rgb;
/* we mix in some diffuse so low roughness still shows up */
- float bsdf = 0.5 * pow(max(dot(N, H), 0.0), 1.0 / roughness);
+ float r2 = roughness * roughness;
+ float bsdf = 0.5 * pow(max(dot(N, H), 0.0), 1.0 / r2);
bsdf += 0.5 * max(dot(N, light_position), 0.0);
L += light_specular * bsdf;
}
@@ -2738,7 +2732,6 @@ void node_bsdf_glass(vec4 color, float roughness, float ior, vec3 N, float ssr_i
{
#ifdef EEVEE_ENGINE
vec3 out_spec, out_refr, ssr_spec;
- roughness = sqrt(roughness);
vec3 refr_color = (refractionDepth > 0.0) ? color.rgb * color.rgb : color.rgb; /* Simulate 2 transmission event */
eevee_closure_glass(N, vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec);
out_refr *= refr_color;
@@ -2977,9 +2970,10 @@ void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Cl
#ifdef EEVEE_ENGINE
vec3 out_refr;
color.rgb *= (refractionDepth > 0.0) ? color.rgb : vec3(1.0); /* Simulate 2 absorption event. */
- roughness = sqrt(roughness);
eevee_closure_refraction(N, roughness, ior, out_refr);
+ vec3 vN = normalize(mat3(ViewMatrix) * N);
result = CLOSURE_DEFAULT;
+ result.ssr_normal = normal_encode(vN, viewCameraVec);
result.radiance = out_refr * color.rgb;
result.ssr_id = REFRACT_CLOSURE_FLAG;
#else
@@ -3004,7 +2998,7 @@ void node_ambient_occlusion(vec4 color, out Closure result)
/* emission */
-void node_emission(vec4 color, float strength, vec3 N, out Closure result)
+void node_emission(vec4 color, float strength, vec3 vN, out Closure result)
{
#ifndef VOLUMETRICS
color *= strength;
@@ -3012,7 +3006,7 @@ void node_emission(vec4 color, float strength, vec3 N, out Closure result)
result = CLOSURE_DEFAULT;
result.radiance = color.rgb;
result.opacity = color.a;
- result.ssr_normal = normal_encode(N, viewCameraVec);
+ result.ssr_normal = normal_encode(vN, viewCameraVec);
#else
result = Closure(color.rgb, color.a);
#endif
@@ -3072,6 +3066,86 @@ void node_volume_absorption(vec4 color, float density, out Closure result)
#endif
}
+void node_blackbody(float temperature, sampler2D spectrummap, out vec4 color)
+{
+ if(temperature >= 12000.0) {
+ color = vec4(0.826270103, 0.994478524, 1.56626022, 1.0);
+ }
+ else if(temperature < 965.0) {
+ color = vec4(4.70366907, 0.0, 0.0, 1.0);
+ }
+ else {
+ float t = (temperature - 965.0) / (12000.0 - 965.0);
+ color = vec4(texture(spectrummap, vec2(t, 0.0)).rgb, 1.0);
+ }
+}
+
+void node_volume_principled(
+ vec4 color,
+ float density,
+ float anisotropy,
+ vec4 absorption_color,
+ float emission_strength,
+ vec4 emission_color,
+ float blackbody_intensity,
+ vec4 blackbody_tint,
+ float temperature,
+ float density_attribute,
+ vec4 color_attribute,
+ float temperature_attribute,
+ sampler2D spectrummap,
+ out Closure result)
+{
+#ifdef VOLUMETRICS
+ vec3 absorption_coeff = vec3(0.0);
+ vec3 scatter_coeff = vec3(0.0);
+ vec3 emission_coeff = vec3(0.0);
+
+ /* Compute density. */
+ density = max(density, 0.0);
+
+ if(density > 1e-5) {
+ density = max(density * density_attribute, 0.0);
+ }
+
+ if(density > 1e-5) {
+ /* Compute scattering and absorption coefficients. */
+ vec3 scatter_color = color.rgb * color_attribute.rgb;
+
+ scatter_coeff = scatter_color * density;
+ absorption_color.rgb = sqrt(max(absorption_color.rgb, 0.0));
+ absorption_coeff = max(1.0 - scatter_color, 0.0) * max(1.0 - absorption_color.rgb, 0.0) * density;
+ }
+
+ /* Compute emission. */
+ emission_strength = max(emission_strength, 0.0);
+
+ if(emission_strength > 1e-5) {
+ emission_coeff += emission_strength * emission_color.rgb;
+ }
+
+ if(blackbody_intensity > 1e-3) {
+ /* Add temperature from attribute. */
+ float T = max(temperature * max(temperature_attribute, 0.0), 0.0);
+
+ /* Stefan-Boltzman law. */
+ float T4 = (T * T) * (T * T);
+ float sigma = 5.670373e-8 * 1e-6 / M_PI;
+ float intensity = sigma * mix(1.0, T4, blackbody_intensity);
+
+ if(intensity > 1e-5) {
+ vec4 bb;
+ node_blackbody(T, spectrummap, bb);
+ emission_coeff += bb.rgb * blackbody_tint.rgb * intensity;
+ }
+ }
+
+ result = Closure(absorption_coeff, scatter_coeff, emission_coeff, anisotropy);
+#else
+ result = CLOSURE_DEFAULT;
+#endif
+}
+
/* closures */
void node_mix_shader(float fac, Closure shader1, Closure shader2, out Closure shader)
@@ -3150,7 +3224,13 @@ void node_attribute_volume_color(sampler3D tex, out vec4 outcol, out vec3 outvec
#else
vec3 cos = vec3(0.0);
#endif
- outvec = texture(tex, cos).rgb;
+
+ vec4 value = texture(tex, cos).rgba;
+ /* Density is premultiplied for interpolation, divide it out here. */
+ if (value.a > 1e-8)
+ value.rgb /= value.a;
+
+ outvec = value.rgb;
outcol = vec4(outvec, 1.0);
outf = dot(vec3(1.0 / 3.0), outvec);
}
@@ -3162,9 +3242,23 @@ void node_attribute_volume_flame(sampler3D tex, out vec4 outcol, out vec3 outvec
#else
vec3 cos = vec3(0.0);
#endif
- outvec = texture(tex, cos).rrr;
- outcol = vec4(outvec, 1.0);
- outf = dot(vec3(1.0 / 3.0), outvec);
+ outf = texture(tex, cos).r;
+ outvec = vec3(outf, outf, outf);
+ outcol = vec4(outf, outf, outf, 1.0);
+}
+
+void node_attribute_volume_temperature(sampler3D tex, vec2 temperature, out vec4 outcol, out vec3 outvec, out float outf)
+{
+#if defined(EEVEE_ENGINE) && defined(MESH_SHADER) && defined(VOLUMETRICS)
+ vec3 cos = volumeObjectLocalCoord;
+#else
+ vec3 cos = vec3(0.0);
+#endif
+ float flame = texture(tex, cos).r;
+
+ outf = (flame > 0.01) ? temperature.x + flame * (temperature.y - temperature.x): 0.0;
+ outvec = vec3(outf, outf, outf);
+ outcol = vec4(outf, outf, outf, 1.0);
}
void node_attribute(vec3 attr, out vec4 outcol, out vec3 outvec, out float outf)
@@ -3657,17 +3751,29 @@ float noise_perlin(float x, float y, float z)
float v = noise_fade(fy);
float w = noise_fade(fz);
- float result;
+ float noise_u[2], noise_v[2];
+
+ noise_u[0] = noise_nerp(u,
+ noise_grad(hash(X, Y, Z), fx, fy, fz),
+ noise_grad(hash(X + 1, Y, Z), fx - 1.0, fy, fz));
+
+ noise_u[1] = noise_nerp(u,
+ noise_grad(hash(X, Y + 1, Z), fx, fy - 1.0, fz),
+ noise_grad(hash(X + 1, Y + 1, Z), fx - 1.0, fy - 1.0, fz));
+
+ noise_v[0] = noise_nerp(v, noise_u[0], noise_u[1]);
- result = noise_nerp(w, noise_nerp(v, noise_nerp(u, noise_grad(hash(X, Y, Z), fx, fy, fz),
- noise_grad(hash(X + 1, Y, Z), fx - 1.0, fy, fz)),
- noise_nerp(u, noise_grad(hash(X, Y + 1, Z), fx, fy - 1.0, fz),
- noise_grad(hash(X + 1, Y + 1, Z), fx - 1.0, fy - 1.0, fz))),
- noise_nerp(v, noise_nerp(u, noise_grad(hash(X, Y, Z + 1), fx, fy, fz - 1.0),
- noise_grad(hash(X + 1, Y, Z + 1), fx - 1.0, fy, fz - 1.0)),
- noise_nerp(u, noise_grad(hash(X, Y + 1, Z + 1), fx, fy - 1.0, fz - 1.0),
- noise_grad(hash(X + 1, Y + 1, Z + 1), fx - 1.0, fy - 1.0, fz - 1.0))));
- return noise_scale3(result);
+ noise_u[0] = noise_nerp(u,
+ noise_grad(hash(X, Y, Z + 1), fx, fy, fz - 1.0),
+ noise_grad(hash(X + 1, Y, Z + 1), fx - 1.0, fy, fz - 1.0));
+
+ noise_u[1] = noise_nerp(u,
+ noise_grad(hash(X, Y + 1, Z + 1), fx, fy - 1.0, fz - 1.0),
+ noise_grad(hash(X + 1, Y + 1, Z + 1), fx - 1.0, fy - 1.0, fz - 1.0));
+
+ noise_v[1] = noise_nerp(v, noise_u[0], noise_u[1]);
+
+ return noise_scale3(noise_nerp(w, noise_v[0], noise_v[1]));
}
float noise(vec3 p)
@@ -4135,9 +4241,38 @@ void node_bevel(float radius, vec3 N, out vec3 result)
result = N;
}
-void node_displacement(float height, float dist, vec3 N, out vec3 result)
+void node_displacement_object(float height, float midlevel, float scale, vec3 N, mat4 obmat, out vec3 result)
+{
+ N = (vec4(N, 0.0) * obmat).xyz;
+ result = (height - midlevel) * scale * normalize(N);
+ result = (obmat * vec4(result, 0.0)).xyz;
+}
+
+void node_displacement_world(float height, float midlevel, float scale, vec3 N, out vec3 result)
+{
+ result = (height - midlevel) * scale * normalize(N);
+}
+
+void node_vector_displacement_tangent(vec4 vector, float midlevel, float scale, vec4 tangent, vec3 normal, mat4 obmat, mat4 viewmat, out vec3 result)
+{
+ vec3 N_object = normalize(((vec4(normal, 0.0) * viewmat) * obmat).xyz);
+ vec3 T_object = normalize(((vec4(tangent.xyz, 0.0) * viewmat) * obmat).xyz);
+ vec3 B_object = tangent.w * normalize(cross(N_object, T_object));
+
+ vec3 offset = (vector.xyz - vec3(midlevel)) * scale;
+ result = offset.x * T_object + offset.y * N_object + offset.z * B_object;
+ result = (obmat * vec4(result, 0.0)).xyz;
+}
+
+void node_vector_displacement_object(vec4 vector, float midlevel, float scale, mat4 obmat, out vec3 result)
+{
+ result = (vector.xyz - vec3(midlevel)) * scale;
+ result = (obmat * vec4(result, 0.0)).xyz;
+}
+
+void node_vector_displacement_world(vec4 vector, float midlevel, float scale, out vec3 result)
{
- result = height * dist * N;
+ result = (vector.xyz - vec3(midlevel)) * scale;
}
/* output */
diff --git a/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl
index 1319e386c65..fca39852c2a 100644
--- a/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl
@@ -1,12 +1,14 @@
-uniform mat4 ModelViewProjectionMatrix;
-
-in vec2 pos;
-in vec2 uvs;
out vec2 texCoord_interp;
void main()
{
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
- texCoord_interp = uvs;
+ const vec4 vert[3] = vec4[3](
+ vec3(-1.0, -1.0, 0.0, 0.0),
+ vec3( 3.0, -1.0, 2.0, 0.0),
+ vec3(-1.0, 3.0, 0.0, 2.0)
+ );
+
+ gl_Position = vec4(vert[gl_VertexID].xy, 0.0, 1.0);
+ texCoord_interp = vert[gl_VertexID].zw;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
index 7ff90ad4f21..fbfa4cfcc9d 100644
--- a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
@@ -1,15 +1,74 @@
flat in vec4 color_flat;
+flat in vec4 texCoord_rect;
noperspective in vec2 texCoord_interp;
out vec4 fragColor;
uniform sampler2D glyph;
+const vec2 offsets4[4] = vec2[4](
+ vec2(-0.5, 0.5), vec2( 0.5, 0.5),
+ vec2(-0.5, -0.5), vec2(-0.5, -0.5)
+);
+
+const vec2 offsets16[16] = vec2[16](
+ vec2(-1.5, 1.5), vec2(-0.5, 1.5), vec2( 0.5, 1.5), vec2( 1.5, 1.5),
+ vec2(-1.5, 0.5), vec2(-0.5, 0.5), vec2( 0.5, 0.5), vec2( 1.5, 0.5),
+ vec2(-1.5, -0.5), vec2(-0.5, -0.5), vec2( 0.5, -0.5), vec2( 1.5, -0.5),
+ vec2(-1.5, -1.5), vec2(-0.5, -1.5), vec2( 0.5, -1.5), vec2( 1.5, -1.5)
+);
+
+#define sample_glyph_offset(texco, texel, ofs) texture(glyph, texco + ofs * texel).r
+
void main()
{
// input color replaces texture color
fragColor.rgb = color_flat.rgb;
+ vec2 texel = 1.0 / vec2(textureSize(glyph, 0));
+ vec2 texco = mix(abs(texCoord_rect.xy), abs(texCoord_rect.zw), texCoord_interp);
+
// modulate input alpha & texture alpha
- fragColor.a = color_flat.a * texture(glyph, texCoord_interp).r;
+ if (texCoord_rect.x > 0) {
+ fragColor.a = texture(glyph, texco).r;
+ }
+ else {
+ fragColor.a = 0.0;
+
+ if (texCoord_rect.w > 0) {
+ /* 3x3 blur */
+ /* Manual unroll for perf. (stupid glsl compiler) */
+ fragColor.a += sample_glyph_offset(texco, texel, offsets4[0]);
+ fragColor.a += sample_glyph_offset(texco, texel, offsets4[1]);
+ fragColor.a += sample_glyph_offset(texco, texel, offsets4[2]);
+ fragColor.a += sample_glyph_offset(texco, texel, offsets4[3]);
+ fragColor.a *= (1.0 / 4.0);
+ }
+ else {
+ /* 5x5 blur */
+ /* Manual unroll for perf. (stupid glsl compiler) */
+ fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 0]);
+ fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 1]);
+ fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 2]);
+ fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 3]);
+
+ fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 4]);
+ fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 5]) * 2.0;
+ fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 6]) * 2.0;
+ fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 7]);
+
+ fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 8]);
+ fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 9]) * 2.0;
+ fragColor.a += sample_glyph_offset(texco, texel, offsets16[10]) * 2.0;
+ fragColor.a += sample_glyph_offset(texco, texel, offsets16[11]);
+
+ fragColor.a += sample_glyph_offset(texco, texel, offsets16[12]);
+ fragColor.a += sample_glyph_offset(texco, texel, offsets16[13]);
+ fragColor.a += sample_glyph_offset(texco, texel, offsets16[14]);
+ fragColor.a += sample_glyph_offset(texco, texel, offsets16[15]);
+ fragColor.a *= (1.0 / 20.0);
+ }
+ }
+
+ fragColor.a *= color_flat.a;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_text_geom.glsl b/source/blender/gpu/shaders/gpu_shader_text_geom.glsl
new file mode 100644
index 00000000000..0acd2106f7a
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_text_geom.glsl
@@ -0,0 +1,37 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+
+layout(points) in;
+layout(triangle_strip, max_vertices = 4) out;
+
+in vec4 pos_rect[];
+in vec4 tex_rect[];
+in vec4 color[];
+
+flat out vec4 color_flat;
+flat out vec4 texCoord_rect;
+noperspective out vec2 texCoord_interp;
+
+void main()
+{
+ color_flat = color[0];
+ texCoord_rect = tex_rect[0];
+
+ gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].xy, 0.0, 1.0));
+ texCoord_interp = vec2(0.0, 0.0);
+ EmitVertex();
+
+ gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].zy, 0.0, 1.0));
+ texCoord_interp = vec2(1.0, 0.0);
+ EmitVertex();
+
+ gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].xw, 0.0, 1.0));
+ texCoord_interp = vec2(0.0, 1.0);
+ EmitVertex();
+
+ gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].zw, 0.0, 1.0));
+ texCoord_interp = vec2(1.0, 1.0);
+ EmitVertex();
+
+ EndPrimitive();
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_text_simple_geom.glsl b/source/blender/gpu/shaders/gpu_shader_text_simple_geom.glsl
new file mode 100644
index 00000000000..8903fd1df57
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_text_simple_geom.glsl
@@ -0,0 +1,36 @@
+
+layout(points) in;
+layout(triangle_strip, max_vertices = 4) out;
+
+in vec4 pos_rect[];
+in vec4 tex_rect[];
+in vec4 color[];
+
+flat out vec4 color_flat;
+flat out vec4 texCoord_rect;
+noperspective out vec2 texCoord_interp;
+
+void main()
+{
+ color_flat = color[0];
+ texCoord_rect = tex_rect[0];
+ gl_Position.zw = vec2(0.0, 1.0);
+
+ gl_Position.xy = pos_rect[0].xy;
+ texCoord_interp = vec2(0.0, 0.0);
+ EmitVertex();
+
+ gl_Position.xy = pos_rect[0].zy;
+ texCoord_interp = vec2(1.0, 0.0);
+ EmitVertex();
+
+ gl_Position.xy = pos_rect[0].xw;
+ texCoord_interp = vec2(0.0, 1.0);
+ EmitVertex();
+
+ gl_Position.xy = pos_rect[0].zw;
+ texCoord_interp = vec2(1.0, 1.0);
+ EmitVertex();
+
+ EndPrimitive();
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_text_simple_vert.glsl b/source/blender/gpu/shaders/gpu_shader_text_simple_vert.glsl
new file mode 100644
index 00000000000..4a2cde71e07
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_text_simple_vert.glsl
@@ -0,0 +1,22 @@
+
+/* Simpler version of gpu_shader_text_vert that supports only 2D translation. */
+
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec4 pos; /* rect */
+in vec4 tex; /* rect */
+in vec4 col;
+
+out vec4 pos_rect;
+out vec4 tex_rect;
+out vec4 color;
+
+void main()
+{
+ /* Manual mat4*vec2 */
+ pos_rect = ModelViewProjectionMatrix[0].xyxy * pos.xxzz;
+ pos_rect += ModelViewProjectionMatrix[1].xyxy * pos.yyww;
+ pos_rect += ModelViewProjectionMatrix[3].xyxy;
+ tex_rect = tex;
+ color = col;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
index 6129f49ce22..338156f5b68 100644
--- a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
@@ -1,16 +1,17 @@
uniform mat4 ModelViewProjectionMatrix;
-in vec2 pos;
-in vec2 texCoord;
-in vec4 color;
-flat out vec4 color_flat;
-noperspective out vec2 texCoord_interp;
+in vec4 pos; /* rect */
+in vec4 tex; /* rect */
+in vec4 col;
+
+out vec4 pos_rect;
+out vec4 tex_rect;
+out vec4 color;
void main()
{
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
-
- color_flat = color;
- texCoord_interp = texCoord;
+ pos_rect = pos;
+ tex_rect = tex;
+ color = col;
}