Overlay: port paint shaders to use 'GPUShaderCreateInfo'
Simple port. Also a description of how each shader is used has been added. NOTE: The shader created using `OVERLAY_shader_paint_vertcol` cannot be tested. Apparently it is created but not used. Reviewed By: fclem Differential Revision: https://developer.blender.org/D14812
This commit is contained in:
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fc40356ed8
commit
57b4efc250
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@ -89,15 +89,6 @@ extern char datatoc_outline_detect_frag_glsl[];
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extern char datatoc_outline_prepass_frag_glsl[];
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extern char datatoc_outline_prepass_geom_glsl[];
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extern char datatoc_outline_prepass_vert_glsl[];
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extern char datatoc_paint_face_vert_glsl[];
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extern char datatoc_paint_point_vert_glsl[];
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extern char datatoc_paint_texture_frag_glsl[];
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extern char datatoc_paint_texture_vert_glsl[];
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extern char datatoc_paint_vertcol_frag_glsl[];
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extern char datatoc_paint_vertcol_vert_glsl[];
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extern char datatoc_paint_weight_frag_glsl[];
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extern char datatoc_paint_weight_vert_glsl[];
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extern char datatoc_paint_wire_vert_glsl[];
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extern char datatoc_particle_vert_glsl[];
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extern char datatoc_particle_frag_glsl[];
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extern char datatoc_sculpt_mask_vert_glsl[];
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@ -958,17 +949,11 @@ GPUShader *OVERLAY_shader_outline_detect(void)
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GPUShader *OVERLAY_shader_paint_face(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
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OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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eGPUShaderConfig sh_cfg = draw_ctx->sh_cfg;
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OVERLAY_Shaders *sh_data = &e_data.sh_data[sh_cfg];
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if (!sh_data->paint_face) {
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sh_data->paint_face = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_view_lib_glsl,
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datatoc_paint_face_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def, NULL},
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});
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sh_data->paint_face = GPU_shader_create_from_info_name(
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sh_cfg == GPU_SHADER_CFG_CLIPPED ? "overlay_paint_face_clipped" : "overlay_paint_face");
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}
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return sh_data->paint_face;
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}
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@ -976,18 +961,11 @@ GPUShader *OVERLAY_shader_paint_face(void)
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GPUShader *OVERLAY_shader_paint_point(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
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OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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eGPUShaderConfig sh_cfg = draw_ctx->sh_cfg;
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OVERLAY_Shaders *sh_data = &e_data.sh_data[sh_cfg];
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if (!sh_data->paint_point) {
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sh_data->paint_point = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_globals_lib_glsl,
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datatoc_common_view_lib_glsl,
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datatoc_paint_point_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_gpu_shader_point_varying_color_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def, NULL},
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});
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sh_data->paint_point = GPU_shader_create_from_info_name(
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sh_cfg == GPU_SHADER_CFG_CLIPPED ? "overlay_paint_point_clipped" : "overlay_paint_point");
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}
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return sh_data->paint_point;
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}
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@ -995,19 +973,11 @@ GPUShader *OVERLAY_shader_paint_point(void)
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GPUShader *OVERLAY_shader_paint_texture(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
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OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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eGPUShaderConfig sh_cfg = draw_ctx->sh_cfg;
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OVERLAY_Shaders *sh_data = &e_data.sh_data[sh_cfg];
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if (!sh_data->paint_texture) {
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sh_data->paint_texture = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_view_lib_glsl,
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datatoc_paint_texture_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_common_colormanagement_lib_glsl,
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datatoc_paint_texture_frag_glsl,
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NULL},
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.defs = (const char *[]){sh_cfg->def, NULL},
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});
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sh_data->paint_texture = GPU_shader_create_from_info_name(
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sh_cfg ? "overlay_paint_texture_clipped" : "overlay_paint_texture");
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}
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return sh_data->paint_texture;
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}
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@ -1015,42 +985,27 @@ GPUShader *OVERLAY_shader_paint_texture(void)
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GPUShader *OVERLAY_shader_paint_vertcol(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
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OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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eGPUShaderConfig sh_cfg = draw_ctx->sh_cfg;
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OVERLAY_Shaders *sh_data = &e_data.sh_data[sh_cfg];
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if (!sh_data->paint_vertcol) {
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sh_data->paint_vertcol = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_globals_lib_glsl,
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datatoc_common_view_lib_glsl,
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datatoc_paint_vertcol_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_common_globals_lib_glsl,
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datatoc_paint_vertcol_frag_glsl,
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NULL},
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.defs = (const char *[]){sh_cfg->def, NULL},
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});
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sh_data->paint_vertcol = GPU_shader_create_from_info_name(
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sh_cfg ? "overlay_paint_vertcol_clipped" : "overlay_paint_vertcol");
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}
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return sh_data->paint_vertcol;
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}
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GPUShader *OVERLAY_shader_paint_weight(const bool shading)
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{
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const char *info_name[2][2] = {
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{"overlay_paint_weight", "overlay_paint_weight_fake_shading"},
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{"overlay_paint_weight_clipped", "overlay_paint_weight_fake_shading_clipped"},
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};
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int index = shading ? 1 : 0;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
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OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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eGPUShaderConfig sh_cfg = draw_ctx->sh_cfg;
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OVERLAY_Shaders *sh_data = &e_data.sh_data[sh_cfg];
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if (!sh_data->paint_weight[index]) {
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sh_data->paint_weight[index] = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_globals_lib_glsl,
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datatoc_common_view_lib_glsl,
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datatoc_paint_weight_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_common_globals_lib_glsl,
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datatoc_paint_weight_frag_glsl,
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NULL},
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.defs = (const char *[]){sh_cfg->def, shading ? "#define FAKE_SHADING\n" : "", NULL},
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});
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sh_data->paint_weight[index] = GPU_shader_create_from_info_name(info_name[sh_cfg][index]);
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}
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return sh_data->paint_weight[index];
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}
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@ -1058,18 +1013,11 @@ GPUShader *OVERLAY_shader_paint_weight(const bool shading)
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GPUShader *OVERLAY_shader_paint_wire(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
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OVERLAY_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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eGPUShaderConfig sh_cfg = draw_ctx->sh_cfg;
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OVERLAY_Shaders *sh_data = &e_data.sh_data[sh_cfg];
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if (!sh_data->paint_wire) {
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sh_data->paint_wire = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_globals_lib_glsl,
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datatoc_common_view_lib_glsl,
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datatoc_paint_wire_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def, NULL},
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});
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sh_data->paint_wire = GPU_shader_create_from_info_name(sh_cfg ? "overlay_paint_wire_clipped" :
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"overlay_paint_wire");
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}
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return sh_data->paint_wire;
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}
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@ -0,0 +1,180 @@
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/* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "gpu_shader_create_info.hh"
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/* -------------------------------------------------------------------- */
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/** \name OVERLAY_shader_paint_face.
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*
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* Used for face selection mode in Weight, Vertex and Texture Paint.
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* \{ */
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GPU_SHADER_CREATE_INFO(overlay_paint_face)
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.do_static_compilation(true)
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.define("srgbTarget", "false") /* NOTE: Color already in Linear space. */
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_in(1, Type::VEC4, "nor") /* Select flag on the 4th component. */
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.push_constant(Type::VEC4, "color")
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.fragment_out(0, Type::VEC4, "fragColor")
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.vertex_source("paint_face_vert.glsl")
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.fragment_source("gpu_shader_uniform_color_frag.glsl")
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.additional_info("draw_modelmat");
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GPU_SHADER_CREATE_INFO(overlay_paint_face_clipped)
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.additional_info("overlay_paint_face")
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.additional_info("drw_clipped")
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.do_static_compilation(true);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name OVERLAY_shader_paint_point.
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*
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* Used for vertex selection mode in Weight and Vertex Paint.
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* \{ */
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GPU_SHADER_INTERFACE_INFO(overlay_overlay_paint_point_iface, "").smooth(Type::VEC4, "finalColor");
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GPU_SHADER_CREATE_INFO(overlay_paint_point)
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.do_static_compilation(true)
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_in(1, Type::VEC4, "nor") /* Select flag on the 4th component. */
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.vertex_out(overlay_overlay_paint_point_iface)
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.fragment_out(0, Type::VEC4, "fragColor")
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.vertex_source("paint_point_vert.glsl")
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.fragment_source("gpu_shader_point_varying_color_frag.glsl")
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.additional_info("draw_modelmat", "draw_globals");
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GPU_SHADER_CREATE_INFO(overlay_paint_point_clipped)
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.additional_info("overlay_paint_point")
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.additional_info("drw_clipped")
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.do_static_compilation(true);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name OVERLAY_shader_paint_texture.
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*
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* Used in Texture Paint mode for the Stencil Image Masking.
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* \{ */
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GPU_SHADER_INTERFACE_INFO(overlay_paint_texture_iface, "").smooth(Type::VEC2, "uv_interp");
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GPU_SHADER_CREATE_INFO(overlay_paint_texture)
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.do_static_compilation(true)
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_in(1, Type::VEC2, "mu") /* Masking uv map. */
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.vertex_out(overlay_paint_texture_iface)
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.sampler(0, ImageType::FLOAT_2D, "maskImage")
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.push_constant(Type::VEC3, "maskColor")
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.push_constant(Type::FLOAT, "opacity") /* `1.0` by default. */
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.push_constant(Type::BOOL, "maskInvertStencil")
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.push_constant(Type::BOOL, "maskImagePremultiplied")
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.fragment_out(0, Type::VEC4, "fragColor")
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.vertex_source("paint_texture_vert.glsl")
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.fragment_source("paint_texture_frag.glsl")
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.additional_info("draw_modelmat");
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GPU_SHADER_CREATE_INFO(overlay_paint_texture_clipped)
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.additional_info("overlay_paint_texture")
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.additional_info("drw_clipped")
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.do_static_compilation(true);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name OVERLAY_shader_paint_vertcol.
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*
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* It should be used to draw a Vertex Paint overlay. But it is currently unreachable.
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* \{ */
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GPU_SHADER_INTERFACE_INFO(overlay_paint_vertcol_iface, "").smooth(Type::VEC3, "finalColor");
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GPU_SHADER_CREATE_INFO(overlay_paint_vertcol)
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.do_static_compilation(true)
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_in(1, Type::VEC3, "ac") /* Active color. */
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.vertex_out(overlay_paint_vertcol_iface)
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.push_constant(Type::FLOAT, "opacity") /* `1.0` by default. */
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.push_constant(Type::BOOL, "useAlphaBlend") /* `false` by default. */
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.fragment_out(0, Type::VEC4, "fragColor")
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.vertex_source("paint_vertcol_vert.glsl")
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.fragment_source("paint_vertcol_frag.glsl")
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.additional_info("draw_modelmat");
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GPU_SHADER_CREATE_INFO(overlay_paint_vertcol_clipped)
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.additional_info("overlay_paint_vertcol")
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.additional_info("drw_clipped")
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.do_static_compilation(true);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name OVERLAY_shader_paint_weight.
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*
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* Used to display Vertex Weights.
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* `overlay paint weight` is for wireframe display mode.
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* \{ */
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GPU_SHADER_INTERFACE_INFO(overlay_paint_weight_iface, "")
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.smooth(Type::VEC2, "weight_interp") /* (weight, alert) */
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.smooth(Type::FLOAT, "color_fac");
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GPU_SHADER_CREATE_INFO(overlay_paint_weight)
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.do_static_compilation(true)
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.vertex_in(0, Type::FLOAT, "weight")
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.vertex_in(1, Type::VEC3, "pos")
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.vertex_in(2, Type::VEC3, "nor")
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.vertex_out(overlay_paint_weight_iface)
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.sampler(0, ImageType::FLOAT_1D, "colorramp")
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.push_constant(Type::FLOAT, "opacity") /* `1.0` by default. */
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.push_constant(Type::BOOL, "drawContours") /* `false` by default. */
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.fragment_out(0, Type::VEC4, "fragColor")
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.vertex_source("paint_weight_vert.glsl")
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.fragment_source("paint_weight_frag.glsl")
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.additional_info("draw_modelmat", "draw_globals");
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GPU_SHADER_CREATE_INFO(overlay_paint_weight_fake_shading)
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.additional_info("overlay_paint_weight")
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.define("FAKE_SHADING")
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.push_constant(Type::VEC3, "light_dir")
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.do_static_compilation(true);
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GPU_SHADER_CREATE_INFO(overlay_paint_weight_clipped)
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.additional_info("overlay_paint_weight")
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.additional_info("drw_clipped")
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.do_static_compilation(true);
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GPU_SHADER_CREATE_INFO(overlay_paint_weight_fake_shading_clipped)
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.additional_info("overlay_paint_weight_fake_shading")
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.additional_info("drw_clipped")
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.do_static_compilation(true);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name OVERLAY_shader_paint_wire.
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*
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* Used in face selection mode to display edges of selected faces in Weight, Vertex and Texture
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* paint modes.
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* \{ */
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GPU_SHADER_INTERFACE_INFO(overlay_paint_wire_iface, "").flat(Type::VEC4, "finalColor");
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GPU_SHADER_CREATE_INFO(overlay_paint_wire)
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.do_static_compilation(true)
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.define("srgbTarget", "false") /* NOTE: Color already in Linear space. */
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_in(1, Type::VEC4, "nor") /* flag stored in w */
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.vertex_out(overlay_paint_wire_iface)
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.push_constant(Type::BOOL, "useSelect")
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.fragment_out(0, Type::VEC4, "fragColor")
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.vertex_source("paint_wire_vert.glsl")
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.fragment_source("gpu_shader_flat_color_frag.glsl")
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.additional_info("draw_modelmat", "draw_globals");
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GPU_SHADER_CREATE_INFO(overlay_paint_wire_clipped)
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.additional_info("overlay_paint_vertcol")
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.additional_info("drw_clipped")
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.do_static_compilation(true);
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/** \} */
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@ -1,6 +1,5 @@
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in vec3 pos;
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in vec4 nor; /* select flag on the 4th component */
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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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void main()
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{
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@ -17,8 +16,6 @@ void main()
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gl_Position = vec4(-2.0, -2.0, -2.0, 1.0);
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}
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else {
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance(world_pos);
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#endif
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view_clipping_distances(world_pos);
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}
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}
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@ -1,8 +1,5 @@
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in vec3 pos;
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in vec4 nor; /* select flag on the 4th component */
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out vec4 finalColor;
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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
|
||||
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
|
||||
|
||||
void main()
|
||||
{
|
||||
|
@ -26,7 +23,5 @@ void main()
|
|||
|
||||
gl_PointSize = sizeVertex * 2.0;
|
||||
|
||||
#ifdef USE_WORLD_CLIP_PLANES
|
||||
world_clip_planes_calc_clip_distance(world_pos);
|
||||
#endif
|
||||
view_clipping_distances(world_pos);
|
||||
}
|
||||
|
|
|
@ -1,13 +1,4 @@
|
|||
in vec2 uv_interp;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform float opacity = 1.0;
|
||||
|
||||
uniform sampler2D maskImage;
|
||||
uniform bool maskImagePremultiplied;
|
||||
uniform vec3 maskColor;
|
||||
uniform bool maskInvertStencil;
|
||||
#pragma BLENDER_REQUIRE(common_colormanagement_lib.glsl)
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -1,8 +1,5 @@
|
|||
|
||||
in vec3 pos;
|
||||
in vec2 mu; /* masking uv map */
|
||||
|
||||
out vec2 uv_interp;
|
||||
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
|
||||
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
|
||||
|
||||
void main()
|
||||
{
|
||||
|
@ -13,7 +10,5 @@ void main()
|
|||
|
||||
uv_interp = mu;
|
||||
|
||||
#ifdef USE_WORLD_CLIP_PLANES
|
||||
world_clip_planes_calc_clip_distance(world_pos);
|
||||
#endif
|
||||
view_clipping_distances(world_pos);
|
||||
}
|
||||
|
|
|
@ -1,11 +1,3 @@
|
|||
|
||||
in vec3 finalColor;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform float opacity = 1.0;
|
||||
uniform bool useAlphaBlend = false;
|
||||
|
||||
vec3 linear_to_srgb_attr(vec3 c)
|
||||
{
|
||||
c = max(c, vec3(0.0));
|
||||
|
|
|
@ -1,8 +1,5 @@
|
|||
|
||||
in vec3 pos;
|
||||
in vec3 ac; /* active color */
|
||||
|
||||
out vec3 finalColor;
|
||||
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
|
||||
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
|
||||
|
||||
vec3 srgb_to_linear_attr(vec3 c)
|
||||
{
|
||||
|
@ -21,7 +18,5 @@ void main()
|
|||
|
||||
finalColor = srgb_to_linear_attr(ac);
|
||||
|
||||
#ifdef USE_WORLD_CLIP_PLANES
|
||||
world_clip_planes_calc_clip_distance(world_pos);
|
||||
#endif
|
||||
view_clipping_distances(world_pos);
|
||||
}
|
||||
|
|
|
@ -1,14 +1,3 @@
|
|||
|
||||
in vec2 weight_interp; /* (weight, alert) */
|
||||
in float color_fac;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform float opacity = 1.0;
|
||||
uniform sampler1D colorramp;
|
||||
|
||||
uniform bool drawContours = false;
|
||||
|
||||
float contours(float value, float steps, float width_px, float max_rel_width, float gradient)
|
||||
{
|
||||
/* Minimum visible and minimum full strength line width in screen space for fade out. */
|
||||
|
|
|
@ -1,13 +1,5 @@
|
|||
#ifdef FAKE_SHADING
|
||||
uniform vec3 light_dir;
|
||||
#endif
|
||||
|
||||
in float weight;
|
||||
in vec3 pos;
|
||||
in vec3 nor;
|
||||
|
||||
out vec2 weight_interp; /* (weight, alert) */
|
||||
out float color_fac;
|
||||
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
|
||||
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
|
||||
|
||||
void main()
|
||||
{
|
||||
|
@ -29,7 +21,5 @@ void main()
|
|||
color_fac = 1.0;
|
||||
#endif
|
||||
|
||||
#ifdef USE_WORLD_CLIP_PLANES
|
||||
world_clip_planes_calc_clip_distance(world_pos);
|
||||
#endif
|
||||
view_clipping_distances(world_pos);
|
||||
}
|
||||
|
|
|
@ -1,10 +1,5 @@
|
|||
|
||||
uniform bool useSelect;
|
||||
|
||||
in vec3 pos;
|
||||
in vec4 nor; /* flag stored in w */
|
||||
|
||||
flat out vec4 finalColor;
|
||||
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
|
||||
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
|
||||
|
||||
void main()
|
||||
{
|
||||
|
@ -32,7 +27,5 @@ void main()
|
|||
finalColor = vec4(1.0, 1.0, 1.0, 0.3);
|
||||
}
|
||||
|
||||
#ifdef USE_WORLD_CLIP_PLANES
|
||||
world_clip_planes_calc_clip_distance(world_pos);
|
||||
#endif
|
||||
view_clipping_distances(world_pos);
|
||||
}
|
||||
|
|
|
@ -448,6 +448,7 @@ set(SRC_SHADER_CREATE_INFOS
|
|||
../draw/engines/overlay/shaders/infos/extra_info.hh
|
||||
../draw/engines/overlay/shaders/infos/grid_info.hh
|
||||
../draw/engines/overlay/shaders/infos/edit_mode_info.hh
|
||||
../draw/engines/overlay/shaders/infos/paint_info.hh
|
||||
../draw/engines/overlay/shaders/infos/volume_info.hh
|
||||
../draw/engines/select/shaders/infos/select_id_info.hh
|
||||
../draw/engines/workbench/shaders/infos/workbench_composite_info.hh
|
||||
|
|
Loading…
Reference in New Issue