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

uniform float g_angle;
uniform float g_radius;
uniform float g_boxsize;
uniform vec2 g_scale;
uniform vec2 g_shift;

uniform float t_angle;
uniform vec2 t_scale;
uniform vec2 t_offset;
uniform int t_mix;
uniform int t_flip;
uniform float t_opacity;

uniform sampler2D myTexture;

/* keep this list synchronized with list in DNA_brush_types.h */
#define SOLID 0
#define GRADIENT 1
#define RADIAL 2
#define CHECKER 3
#define TEXTURE 4

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) {
      if (flip == 0) {
        ocolor = color;
      }
      else {
        ocolor = tcolor;
      }
    }
    else {
      if (flip == 0) {
        ocolor = color;
      }
      else {
        ocolor = color2;
      }
    }
  }
  /* full color B */
  else if (mixv == 0.0) {
    if (tmix == 1) {
      if (flip == 0) {
        ocolor = tcolor;
      }
      else {
        ocolor = color;
      }
    }
    else {
      if (flip == 0) {
        ocolor = color2;
      }
      else {
        ocolor = color;
      }
    }
  }
  /* mix of colors */
  else {
    if (tmix == 1) {
      if (flip == 0) {
        ocolor = mix(color, tcolor, factor);
      }
      else {
        ocolor = mix(tcolor, color, factor);
      }
    }
    else {
      if (flip == 0) {
        ocolor = mix(color, color2, factor);
      }
      else {
        ocolor = mix(color2, color, factor);
      }
    }
  }
}

void main()
{
  vec2 t_center = vec2(0.5, 0.5);
  mat2 matrot_tex = mat2(cos(t_angle), -sin(t_angle), sin(t_angle), cos(t_angle));
  vec2 rot_tex = (matrot_tex * (texCoord_interp - t_center)) + t_center + t_offset;
  vec4 tmp_color = texture2D(myTexture, rot_tex * t_scale);
  vec4 text_color = vec4(tmp_color[0], tmp_color[1], tmp_color[2], tmp_color[3] * t_opacity);
  vec4 checker_color;

  /* solid fill */
  if (fill_type == SOLID) {
    if (t_mix == 1) {
      fragColor = mix(color, text_color, mix_factor);
    }
    else {
      fragColor = color;
    }
  }
  else {
    vec2 center = vec2(0.5, 0.5) + g_shift;
    mat2 matrot = mat2(cos(g_angle), -sin(g_angle), sin(g_angle), cos(g_angle));
    vec2 rot = (((matrot * (texCoord_interp - center)) + center) * g_scale) + g_shift;
    /* gradient */
    if (fill_type == GRADIENT) {
      set_color(color,
                color2,
                text_color,
                mix_factor,
                rot.x - mix_factor + 0.5,
                t_mix,
                t_flip,
                fragColor);
    }
    /* radial gradient */
    if (fill_type == RADIAL) {
      float in_rad = g_radius * mix_factor;
      float ex_rad = g_radius - in_rad;
      float intensity = 0;
      float distance = length((center - texCoord_interp) * g_scale);
      if (distance > g_radius) {
        discard;
      }
      if (distance > in_rad) {
        intensity = clamp(((distance - in_rad) / ex_rad), 0.0, 1.0);
      }
      set_color(color, color2, text_color, mix_factor, intensity, t_mix, t_flip, fragColor);
    }
    /* Checkerboard */
    if (fill_type == CHECKER) {
      vec2 pos = rot / g_boxsize;
      if ((fract(pos.x) < 0.5 && fract(pos.y) < 0.5) ||
          (fract(pos.x) > 0.5 && fract(pos.y) > 0.5)) {
        if (t_flip == 0) {
          checker_color = color;
        }
        else {
          checker_color = color2;
        }
      }
      else {
        if (t_flip == 0) {
          checker_color = color2;
        }
        else {
          checker_color = color;
        }
      }
      /* mix with texture */
      if (t_mix == 1) {
        fragColor = mix(checker_color, text_color, mix_factor);
      }
      else {
        fragColor = checker_color;
      }
    }
    /* texture */
    if (fill_type == TEXTURE) {
      fragColor = text_color;
    }
  }
}