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gpencil_fill_frag.glsl « shaders « gpencil « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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uniform vec4 color2;
uniform int fill_type;
uniform float mix_factor;

uniform float gradient_angle;
uniform float gradient_radius;
uniform float pattern_gridsize;
uniform vec2 gradient_scale;
uniform vec2 gradient_shift;

uniform float texture_angle;
uniform vec2 texture_scale;
uniform vec2 texture_offset;
uniform int texture_mix;
uniform int texture_flip;
uniform float texture_opacity;
uniform int xraymode;

uniform sampler2D myTexture;
uniform int texture_clamp;

/* keep this list synchronized with list in gpencil_draw_utils.c */
#define SOLID 0
#define GRADIENT 1
#define RADIAL 2
#define CHESS 3
#define TEXTURE 4
#define PATTERN 5

#define GP_XRAY_FRONT 0
#define GP_XRAY_3DSPACE 1
#define GP_XRAY_BACK  2

in vec4 finalColor;
in vec2 texCoord_interp;
out vec4 fragColor;
#define texture2D texture

void set_color(in vec4 color, in vec4 color2, in vec4 tcolor, in float mixv, in float factor,
			   in int tmix, in int flip, out vec4 ocolor)
{
	/* full color A */
	if (mixv == 1.0) {
		if (tmix == 1) {
			ocolor = (flip == 0) ? color : tcolor;
		}
		else {
			ocolor = (flip == 0) ? color : color2;
		}
	}
	/* full color B */
	else if (mixv == 0.0) {
		if (tmix == 1) {
			ocolor = (flip == 0) ? tcolor : color;
		}
		else {
			ocolor = (flip == 0) ? color2 : color;
		}
	}
	/* mix of colors */
	else {
		if (tmix == 1) {
			ocolor = (flip == 0) ? mix(color, tcolor, factor) : mix(tcolor, color, factor);
		}
		else {
			ocolor = (flip == 0) ? mix(color, color2, factor) : mix(color2, color, factor);
		}
	}
}

void main()
{
	vec2 t_center = vec2(0.5, 0.5);
	mat2 matrot_tex = mat2(cos(texture_angle), -sin(texture_angle), sin(texture_angle), cos(texture_angle));
	vec2 rot_tex = (matrot_tex * (texCoord_interp - t_center)) + t_center + texture_offset;
	vec4 tmp_color;
	tmp_color = (texture_clamp == 0) ? texture2D(myTexture, rot_tex * texture_scale) : texture2D(myTexture, clamp(rot_tex * texture_scale, 0.0, 1.0));
	vec4 text_color = vec4(tmp_color[0], tmp_color[1], tmp_color[2], tmp_color[3] * texture_opacity);
	vec4 chesscolor;

	/* solid fill */
	if (fill_type == SOLID) {
		fragColor = finalColor;
	}
	else {
		vec2 center = vec2(0.5, 0.5) + gradient_shift;
		mat2 matrot = mat2(cos(gradient_angle), -sin(gradient_angle), sin(gradient_angle), cos(gradient_angle));
		vec2 rot = (((matrot * (texCoord_interp - center)) + center) * gradient_scale) + gradient_shift;
		/* gradient */
		if (fill_type == GRADIENT) {
			set_color(finalColor, color2, text_color, mix_factor, rot.x - mix_factor + 0.5, texture_mix, texture_flip, fragColor);
		}
		/* radial gradient */
		if (fill_type == RADIAL) {
			float in_rad = gradient_radius * mix_factor;
			float ex_rad = gradient_radius - in_rad;
			float intensity = 0;
			float distance = length((center - texCoord_interp) * gradient_scale);
			if (distance > gradient_radius) {
				discard;
			}
			if (distance > in_rad) {
				intensity = clamp(((distance - in_rad) / ex_rad), 0.0, 1.0);
			}
			set_color(finalColor, color2, text_color, mix_factor, intensity, texture_mix, texture_flip, fragColor);
		}
		/* chessboard */
		if (fill_type == CHESS) {
			vec2 pos = rot / pattern_gridsize;
			if ((fract(pos.x) < 0.5 && fract(pos.y) < 0.5) || (fract(pos.x) > 0.5 && fract(pos.y) > 0.5)) {
			    chesscolor = (texture_flip == 0) ? finalColor : color2;
			}
			else {
			    chesscolor = (texture_flip == 0) ? color2 : finalColor;
			}
			/* mix with texture */
			fragColor = (texture_mix == 1) ? mix(chesscolor, text_color, mix_factor) : chesscolor;
		}
		/* texture */
		if (fill_type == TEXTURE) {
			fragColor = (texture_mix == 1) ? mix(text_color, finalColor, mix_factor) : text_color;
		}
		/* pattern */
		if (fill_type == PATTERN) {
			fragColor = finalColor;
			fragColor.a = min(text_color.a, finalColor.a);
		}
	}

	/* set zdepth */
	if (xraymode == GP_XRAY_FRONT) {
		gl_FragDepth = 0.000001;
	}
	else if (xraymode == GP_XRAY_3DSPACE) {
		gl_FragDepth = gl_FragCoord.z;
	}
	else if  (xraymode == GP_XRAY_BACK) {
		gl_FragDepth = 0.999999;
	}
	else {
		gl_FragDepth = 0.000001;
	}
}