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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 int drawmode;
uniform float layer_opacity;
uniform sampler2D myTexture;
uniform int texture_clamp;
uniform int viewport_xray;
uniform int shading_type[2];
uniform vec4 wire_color;
/* 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_DRAWMODE_2D 0
#define GP_DRAWMODE_3D 1
#define OB_WIRE 2
#define OB_SOLID 3
#define V3D_SHADING_MATERIAL_COLOR 0
#define V3D_SHADING_TEXTURE_COLOR 3
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);
}
}
ocolor.a *= layer_opacity;
}
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;
/* wireframe with x-ray discard */
if ((viewport_xray == 1) && (shading_type[0] == OB_WIRE)) {
discard;
}
/* 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;
fragColor.a *= layer_opacity;
}
/* texture */
if (fill_type == TEXTURE) {
fragColor = (texture_mix == 1) ? mix(text_color, finalColor, mix_factor) : text_color;
fragColor.a *= layer_opacity;
}
/* pattern */
if (fill_type == PATTERN) {
fragColor = finalColor;
fragColor.a = min(text_color.a, finalColor.a) * layer_opacity;
}
}
/* set zdepth */
if (xraymode == GP_XRAY_FRONT) {
gl_FragDepth = 0.000001;
}
else if (xraymode == GP_XRAY_3DSPACE) {
/* if 3D mode, move slightly the fill to avoid z-fighting between stroke and fill on same stroke */
if (drawmode == GP_DRAWMODE_3D) {
gl_FragDepth = gl_FragCoord.z * 1.0001;
}
else {
gl_FragDepth = gl_FragCoord.z;
}
}
else {
gl_FragDepth = 0.000001;
}
/* if wireframe override colors */
if (shading_type[0] == OB_WIRE) {
fragColor = wire_color;
}
/* for solid override color */
if (shading_type[0] == OB_SOLID) {
if ((shading_type[1] != V3D_SHADING_MATERIAL_COLOR) &&
(shading_type[1] != V3D_SHADING_TEXTURE_COLOR)) {
fragColor = wire_color;
}
if (viewport_xray == 1) {
fragColor.a *= 0.5;
}
}
}
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