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

gpu_shader_2D_widget_base_vert.glsl « shaders « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 1920184aefea7558acbd5b4281e80117c6f6ac11 (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
#define BIT_RANGE(x) ((1u << x) - 1u)

/* 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(2u)

/* 4bits for corner id */
#define CORNER_VEC_OFS 2u
#define CORNER_VEC_RANGE BIT_RANGE(4u)
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(4u)
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     (1u << 10u) /* is inner vert */
#define EMBOSS_FLAG    (1u << 11u) /* is emboss vert */

/* 2bits for color */
#define COLOR_OFS 12u
#define COLOR_RANGE BIT_RANGE(2u)
#define COLOR_INNER    0u
#define COLOR_EDGE     1u
#define COLOR_EMBOSS   2u

uniform mat4 ModelViewProjectionMatrix;

uniform vec4 parameters[9];
/* radi and rad per corner */
#define recti        parameters[0]
#define rect         parameters[1]
#define radsi        parameters[2].x
#define rads         parameters[2].y
#define faci         parameters[2].zw
#define roundCorners parameters[3]
#define colorInner1  parameters[4]
#define colorInner2  parameters[5]
#define colorEdge    parameters[6]
#define colorEmboss  parameters[7]
#define shadeDir     parameters[8].x

in uint vflag;

noperspective out vec4 finalColor;

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;

	/* 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);
		finalColor = mix(colorInner2, colorInner1, fac);
	}
	else if (color_id == COLOR_EDGE) {
		finalColor = colorEdge;
	}
	else /* (color_id == COLOR_EMBOSS) */ {
		finalColor = colorEmboss;
	}

	bool is_emboss = (vflag & EMBOSS_FLAG) != 0u;
	v.y -= (is_emboss) ? 1.0f : 0.0;

	/* Antialiasing offset */
	v += jit[(vflag >> JIT_OFS) & JIT_RANGE];

	gl_Position = ModelViewProjectionMatrix * vec4(v, 0.0, 1.0);
}