Welcome to mirror list, hosted at ThFree Co, Russian Federation.

gpencil_frag.glsl « shaders « gpencil « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: d81c6f4fe0bfac1522501a46e2ac1be65494b183 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128

uniform sampler2D gpFillTexture;
uniform sampler2D gpStrokeTexture;
uniform sampler2D gpSceneDepthTexture;
uniform sampler2D gpMaskTexture;
uniform vec3 gpNormal;

layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec4 revealColor;

float length_squared(vec2 v)
{
  return dot(v, v);
}
float length_squared(vec3 v)
{
  return dot(v, v);
}

vec3 gpencil_lighting(void)
{
  vec3 light_accum = vec3(0.0);
  for (int i = 0; i < GPENCIL_LIGHT_BUFFER_LEN; i++) {
    if (lights[i].color_type.x == -1.0) {
      break;
    }
    vec3 L = lights[i].position.xyz - finalPos;
    float vis = 1.0;
    /* Spot Attenuation. */
    if (lights[i].color_type.w == GP_LIGHT_TYPE_SPOT) {
      mat3 rot_scale = mat3(lights[i].right.xyz, lights[i].up.xyz, lights[i].forward.xyz);
      vec3 local_L = rot_scale * L;
      local_L /= abs(local_L.z);
      float ellipse = inversesqrt(length_squared(local_L));
      vis *= smoothstep(0.0, 1.0, (ellipse - lights[i].spot_size) / lights[i].spot_blend);
      /* Also mask +Z cone. */
      vis *= step(0.0, local_L.z);
    }
    /* Inverse square decay. Skip for suns. */
    float L_len_sqr = length_squared(L);
    if (lights[i].color_type.w < GP_LIGHT_TYPE_SUN) {
      vis /= L_len_sqr;
    }
    else {
      L = lights[i].forward.xyz;
      L_len_sqr = 1.0;
    }
    /* Lambertian falloff */
    if (lights[i].color_type.w != GP_LIGHT_TYPE_AMBIENT) {
      L /= sqrt(L_len_sqr);
      vis *= clamp(dot(gpNormal, L), 0.0, 1.0);
    }
    light_accum += vis * lights[i].color_type.rgb;
  }
  /* Clamp to avoid NaNs. */
  return clamp(light_accum, 0.0, 1e10);
}

void main()
{
  vec4 col;
  if (GP_FLAG_TEST(matFlag, GP_STROKE_TEXTURE_USE)) {
    bool premul = GP_FLAG_TEST(matFlag, GP_STROKE_TEXTURE_PREMUL);
    col = texture_read_as_linearrgb(gpStrokeTexture, premul, finalUvs);
  }
  else if (GP_FLAG_TEST(matFlag, GP_FILL_TEXTURE_USE)) {
    bool use_clip = GP_FLAG_TEST(matFlag, GP_FILL_TEXTURE_CLIP);
    vec2 uvs = (use_clip) ? clamp(finalUvs, 0.0, 1.0) : finalUvs;
    bool premul = GP_FLAG_TEST(matFlag, GP_FILL_TEXTURE_PREMUL);
    col = texture_read_as_linearrgb(gpFillTexture, premul, uvs);
  }
  else if (GP_FLAG_TEST(matFlag, GP_FILL_GRADIENT_USE)) {
    bool radial = GP_FLAG_TEST(matFlag, GP_FILL_GRADIENT_RADIAL);
    float fac = clamp(radial ? length(finalUvs * 2.0 - 1.0) : finalUvs.x, 0.0, 1.0);
    int matid = matFlag >> GP_MATID_SHIFT;
    col = mix(MATERIAL(matid).fill_color, MATERIAL(matid).fill_mix_color, fac);
  }
  else /* SOLID */ {
    col = vec4(1.0);
  }
  col.rgb *= col.a;

  /* Composite all other colors on top of texture color.
   * Everything is premult by col.a to have the stencil effect. */
  fragColor = col * finalColorMul + col.a * finalColorAdd;

  fragColor.rgb *= gpencil_lighting();

  fragColor *= stroke_round_cap_mask(
      strokePt1, strokePt2, strokeAspect, strokeThickness, strokeHardeness);

  /* For compatibility with colored alpha buffer.
   * Note that we are limited to mono-chromatic alpha blending here
   * because of the blend equation and the limit of 1 color target
   * when using custom color blending. */
  revealColor = vec4(0.0, 0.0, 0.0, fragColor.a);

  if (fragColor.a < 0.001) {
    discard;
  }

  vec2 fb_size = max(vec2(textureSize(gpSceneDepthTexture, 0).xy),
                     vec2(textureSize(gpMaskTexture, 0).xy));
  vec2 uvs = gl_FragCoord.xy / fb_size;
  /* Manual depth test */
  float scene_depth = texture(gpSceneDepthTexture, uvs).r;
  if (gl_FragCoord.z > scene_depth) {
    discard;
  }

  /* FIXME(fclem) Grrr. This is bad for performance but it's the easiest way to not get
   * depth written where the mask obliterate the layer. */
  float mask = texture(gpMaskTexture, uvs).r;
  if (mask < 0.001) {
    discard;
  }

  /* We override the fragment depth using the fragment shader to ensure a constant value.
   * This has a cost as the depth test cannot happen early.
   * We could do this in the vertex shader but then perspective interpolation of uvs and
   * fragment clipping gets really complicated. */
  if (depth >= 0.0) {
    gl_FragDepth = depth;
  }
  else {
    gl_FragDepth = gl_FragCoord.z;
  }
}