Cleanup: DRW: Overlay: Make simple fragment shaders local
This avoids reusing gpu shader files that have different requirements.
This commit is contained in:
parent
4a72b64c7b
commit
1fb36e9a7c
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@ -457,10 +457,9 @@ set(GLSL_SRC
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engines/basic/shaders/basic_depth_pointcloud_vert.glsl
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engines/basic/shaders/basic_depth_frag.glsl
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engines/overlay/shaders/overlay_common_lib.glsl
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engines/overlay/shaders/overlay_antialiasing_frag.glsl
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engines/overlay/shaders/overlay_armature_dof_vert.glsl
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engines/overlay/shaders/overlay_armature_dof_solid_frag.glsl
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engines/overlay/shaders/overlay_armature_dof_vert.glsl
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engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl
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engines/overlay/shaders/overlay_armature_envelope_solid_frag.glsl
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engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl
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@ -478,6 +477,8 @@ set(GLSL_SRC
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engines/overlay/shaders/overlay_armature_wire_vert.glsl
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engines/overlay/shaders/overlay_background_frag.glsl
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engines/overlay/shaders/overlay_clipbound_vert.glsl
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engines/overlay/shaders/overlay_common_lib.glsl
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engines/overlay/shaders/overlay_depth_only_frag.glsl
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engines/overlay/shaders/overlay_depth_only_vert.glsl
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engines/overlay/shaders/overlay_edit_curve_handle_geom.glsl
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engines/overlay/shaders/overlay_edit_curve_handle_vert.glsl
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@ -488,34 +489,34 @@ set(GLSL_SRC
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engines/overlay/shaders/overlay_edit_gpencil_vert.glsl
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engines/overlay/shaders/overlay_edit_lattice_point_vert.glsl
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engines/overlay/shaders/overlay_edit_lattice_wire_vert.glsl
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engines/overlay/shaders/overlay_edit_mesh_analysis_frag.glsl
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engines/overlay/shaders/overlay_edit_mesh_analysis_vert.glsl
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engines/overlay/shaders/overlay_edit_mesh_common_lib.glsl
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engines/overlay/shaders/overlay_edit_mesh_frag.glsl
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engines/overlay/shaders/overlay_edit_mesh_geom.glsl
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engines/overlay/shaders/overlay_edit_mesh_normal_vert.glsl
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engines/overlay/shaders/overlay_edit_mesh_analysis_frag.glsl
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engines/overlay/shaders/overlay_edit_mesh_analysis_vert.glsl
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engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl
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engines/overlay/shaders/overlay_edit_mesh_vert.glsl
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engines/overlay/shaders/overlay_edit_particle_strand_vert.glsl
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engines/overlay/shaders/overlay_edit_particle_point_vert.glsl
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engines/overlay/shaders/overlay_edit_uv_edges_vert.glsl
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engines/overlay/shaders/overlay_edit_uv_edges_geom.glsl
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engines/overlay/shaders/overlay_edit_particle_strand_vert.glsl
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engines/overlay/shaders/overlay_edit_uv_edges_frag.glsl
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engines/overlay/shaders/overlay_edit_uv_verts_vert.glsl
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engines/overlay/shaders/overlay_edit_uv_verts_frag.glsl
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engines/overlay/shaders/overlay_edit_uv_faces_vert.glsl
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engines/overlay/shaders/overlay_edit_uv_edges_geom.glsl
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engines/overlay/shaders/overlay_edit_uv_edges_vert.glsl
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engines/overlay/shaders/overlay_edit_uv_face_dots_vert.glsl
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engines/overlay/shaders/overlay_edit_uv_image_vert.glsl
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engines/overlay/shaders/overlay_edit_uv_faces_vert.glsl
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engines/overlay/shaders/overlay_edit_uv_image_mask_frag.glsl
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engines/overlay/shaders/overlay_edit_uv_image_vert.glsl
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engines/overlay/shaders/overlay_edit_uv_stretching_vert.glsl
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engines/overlay/shaders/overlay_edit_uv_tiled_image_borders_vert.glsl
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engines/overlay/shaders/overlay_edit_uv_verts_frag.glsl
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engines/overlay/shaders/overlay_edit_uv_verts_vert.glsl
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engines/overlay/shaders/overlay_extra_frag.glsl
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engines/overlay/shaders/overlay_extra_vert.glsl
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engines/overlay/shaders/overlay_extra_groundline_vert.glsl
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engines/overlay/shaders/overlay_extra_lightprobe_grid_vert.glsl
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engines/overlay/shaders/overlay_extra_loose_point_frag.glsl
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engines/overlay/shaders/overlay_extra_loose_point_vert.glsl
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engines/overlay/shaders/overlay_extra_point_vert.glsl
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engines/overlay/shaders/overlay_extra_vert.glsl
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engines/overlay/shaders/overlay_extra_wire_frag.glsl
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engines/overlay/shaders/overlay_extra_wire_vert.glsl
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engines/overlay/shaders/overlay_facing_frag.glsl
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@ -523,16 +524,16 @@ set(GLSL_SRC
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engines/overlay/shaders/overlay_grid_background_frag.glsl
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engines/overlay/shaders/overlay_grid_frag.glsl
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engines/overlay/shaders/overlay_grid_vert.glsl
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engines/overlay/shaders/overlay_image_vert.glsl
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engines/overlay/shaders/overlay_image_frag.glsl
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engines/overlay/shaders/overlay_image_vert.glsl
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engines/overlay/shaders/overlay_motion_path_line_frag.glsl
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engines/overlay/shaders/overlay_motion_path_line_geom.glsl
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engines/overlay/shaders/overlay_motion_path_line_vert.glsl
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engines/overlay/shaders/overlay_motion_path_point_vert.glsl
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engines/overlay/shaders/overlay_outline_detect_frag.glsl
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engines/overlay/shaders/overlay_outline_prepass_frag.glsl
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engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl
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engines/overlay/shaders/overlay_outline_prepass_geom.glsl
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engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl
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engines/overlay/shaders/overlay_outline_prepass_gpencil_vert.glsl
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engines/overlay/shaders/overlay_outline_prepass_pointcloud_vert.glsl
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engines/overlay/shaders/overlay_outline_prepass_vert.glsl
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@ -545,14 +546,18 @@ set(GLSL_SRC
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engines/overlay/shaders/overlay_paint_weight_frag.glsl
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engines/overlay/shaders/overlay_paint_weight_vert.glsl
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engines/overlay/shaders/overlay_paint_wire_vert.glsl
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engines/overlay/shaders/overlay_particle_vert.glsl
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engines/overlay/shaders/overlay_particle_frag.glsl
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engines/overlay/shaders/overlay_sculpt_mask_vert.glsl
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engines/overlay/shaders/overlay_particle_vert.glsl
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engines/overlay/shaders/overlay_point_varying_color_frag.glsl
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engines/overlay/shaders/overlay_point_varying_color_varying_outline_aa_frag.glsl
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engines/overlay/shaders/overlay_sculpt_mask_frag.glsl
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engines/overlay/shaders/overlay_volume_velocity_vert.glsl
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engines/overlay/shaders/overlay_sculpt_mask_vert.glsl
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engines/overlay/shaders/overlay_uniform_color_frag.glsl
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engines/overlay/shaders/overlay_varying_color.glsl
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engines/overlay/shaders/overlay_volume_gridlines_vert.glsl
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engines/overlay/shaders/overlay_wireframe_vert.glsl
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engines/overlay/shaders/overlay_volume_velocity_vert.glsl
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engines/overlay/shaders/overlay_wireframe_frag.glsl
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engines/overlay/shaders/overlay_wireframe_vert.glsl
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engines/overlay/shaders/overlay_xray_fade_frag.glsl
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engines/overlay/overlay_shader_shared.h
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@ -15,11 +15,9 @@ GPU_SHADER_CREATE_INFO(overlay_background)
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GPU_SHADER_CREATE_INFO(overlay_clipbound)
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.do_static_compilation(true)
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/* NOTE: Color already in Linear space. Which is what we want. */
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.define("srgbTarget", "false")
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.push_constant(Type::VEC4, "color")
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.push_constant(Type::VEC3, "boundbox", 8)
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.vertex_source("overlay_clipbound_vert.glsl")
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.fragment_out(0, Type::VEC4, "fragColor")
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.fragment_source("gpu_shader_uniform_color_frag.glsl")
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.fragment_source("overlay_uniform_color_frag.glsl")
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.additional_info("draw_view");
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@ -29,13 +29,12 @@ GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_vert_iface, "")
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GPU_SHADER_CREATE_INFO(overlay_edit_mesh_vert)
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.do_static_compilation(true)
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.builtins(BuiltinBits::POINT_SIZE)
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.define("srgbTarget", "false") /* Colors are already in linear space. */
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.define("VERT")
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_in(1, Type::IVEC4, "data")
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.vertex_in(2, Type::VEC3, "vnor")
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.vertex_out(overlay_edit_mesh_vert_iface)
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.fragment_source("gpu_shader_point_varying_color_frag.glsl")
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.fragment_source("overlay_point_varying_color_frag.glsl")
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.additional_info("overlay_edit_mesh_common");
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GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_edge_iface, "geometry_in")
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@ -69,13 +68,12 @@ GPU_SHADER_CREATE_INFO(overlay_edit_mesh_edge_flat)
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GPU_SHADER_CREATE_INFO(overlay_edit_mesh_face)
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.do_static_compilation(true)
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.define("srgbTarget", "false") /* Colors are already in linear space. */
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.define("FACE")
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_in(1, Type::IVEC4, "data")
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.vertex_in(2, Type::VEC3, "vnor")
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.vertex_out(overlay_edit_flat_color_iface)
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.fragment_source("gpu_shader_3D_smooth_color_frag.glsl")
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.fragment_source("overlay_varying_color.glsl")
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.additional_info("overlay_edit_mesh_common");
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GPU_SHADER_CREATE_INFO(overlay_edit_mesh_facedot)
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@ -86,12 +84,11 @@ GPU_SHADER_CREATE_INFO(overlay_edit_mesh_facedot)
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.vertex_in(2, Type::VEC4, "norAndFlag")
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.define("vnor", "norAndFlag.xyz")
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.vertex_out(overlay_edit_flat_color_iface)
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.fragment_source("gpu_shader_point_varying_color_frag.glsl")
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.fragment_source("overlay_point_varying_color_frag.glsl")
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.additional_info("overlay_edit_mesh_common");
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GPU_SHADER_CREATE_INFO(overlay_edit_mesh_normal)
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.do_static_compilation(true)
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.define("srgbTarget", "false") /* Colors are already in linear space. */
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_in(1, Type::VEC4, "lnor")
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.vertex_in(2, Type::VEC4, "vnor")
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@ -104,7 +101,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_mesh_normal)
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.vertex_out(overlay_edit_flat_color_iface)
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.fragment_out(0, Type::VEC4, "fragColor")
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.vertex_source("overlay_edit_mesh_normal_vert.glsl")
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.fragment_source("gpu_shader_flat_color_frag.glsl")
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.fragment_source("overlay_varying_color.glsl")
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.additional_info("draw_modelmat_instanced_attr", "draw_globals");
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GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_analysis_iface, "").smooth(Type::VEC4, "weightColor");
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@ -122,14 +119,13 @@ GPU_SHADER_CREATE_INFO(overlay_edit_mesh_analysis)
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GPU_SHADER_CREATE_INFO(overlay_edit_mesh_skin_root)
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.do_static_compilation(true)
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.define("srgbTarget", "false") /* Colors are already in linear space. */
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_in(1, Type::FLOAT, "size")
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.vertex_in(2, Type::VEC3, "local_pos")
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.vertex_out(overlay_edit_flat_color_iface)
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.fragment_out(0, Type::VEC4, "fragColor")
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.vertex_source("overlay_edit_mesh_skin_root_vert.glsl")
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.fragment_source("gpu_shader_flat_color_frag.glsl")
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.fragment_source("overlay_varying_color.glsl")
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.additional_info("draw_modelmat_instanced_attr", "draw_globals");
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GPU_SHADER_CREATE_INFO(overlay_edit_mesh_vert_clipped)
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@ -205,28 +201,24 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_edges_select)
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GPU_SHADER_CREATE_INFO(overlay_edit_uv_faces)
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.do_static_compilation(true)
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/* NOTE: Color already in Linear space. Which is what we want. */
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.define("srgbTarget", "false")
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.vertex_in(0, Type::VEC2, "au")
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.vertex_in(1, Type::INT, "flag")
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.push_constant(Type::FLOAT, "uvOpacity")
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.vertex_out(overlay_edit_flat_color_iface)
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.fragment_out(0, Type::VEC4, "fragColor")
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.vertex_source("overlay_edit_uv_faces_vert.glsl")
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.fragment_source("gpu_shader_flat_color_frag.glsl")
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.fragment_source("overlay_varying_color.glsl")
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.additional_info("draw_mesh", "draw_globals");
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GPU_SHADER_CREATE_INFO(overlay_edit_uv_face_dots)
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.do_static_compilation(true)
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/* NOTE: Color already in Linear space. Which is what we want. */
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.define("srgbTarget", "false")
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.vertex_in(0, Type::VEC2, "au")
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.vertex_in(1, Type::INT, "flag")
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.push_constant(Type::FLOAT, "pointSize")
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.vertex_out(overlay_edit_flat_color_iface)
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.fragment_out(0, Type::VEC4, "fragColor")
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.vertex_source("overlay_edit_uv_face_dots_vert.glsl")
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.fragment_source("gpu_shader_flat_color_frag.glsl")
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.fragment_source("overlay_varying_color.glsl")
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.additional_info("draw_mesh", "draw_globals");
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GPU_SHADER_INTERFACE_INFO(overlay_edit_uv_vert_iface, "")
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@ -236,8 +228,6 @@ GPU_SHADER_INTERFACE_INFO(overlay_edit_uv_vert_iface, "")
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GPU_SHADER_CREATE_INFO(overlay_edit_uv_verts)
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.do_static_compilation(true)
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/* NOTE: Color already in Linear space. Which is what we want. */
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.define("srgbTarget", "false")
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.vertex_in(0, Type::VEC2, "au")
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.vertex_in(1, Type::INT, "flag")
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.push_constant(Type::FLOAT, "pointSize")
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@ -251,13 +241,11 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_verts)
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GPU_SHADER_CREATE_INFO(overlay_edit_uv_tiled_image_borders)
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.do_static_compilation(true)
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/* NOTE: Color already in Linear space. Which is what we want. */
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.define("srgbTarget", "false")
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.vertex_in(0, Type::VEC3, "pos")
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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("overlay_edit_uv_tiled_image_borders_vert.glsl")
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.fragment_source("gpu_shader_uniform_color_frag.glsl")
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.fragment_source("overlay_uniform_color_frag.glsl")
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.additional_info("draw_mesh");
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GPU_SHADER_INTERFACE_INFO(edit_uv_image_iface, "").smooth(Type::VEC2, "uvs");
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@ -293,14 +281,12 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_mask_image)
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* \{ */
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GPU_SHADER_CREATE_INFO(overlay_edit_uv_stretching)
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/* NOTE: Color already in Linear space. Which is what we want. */
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.define("srgbTarget", "false")
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.vertex_in(0, Type::VEC2, "pos")
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.push_constant(Type::VEC2, "aspect")
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.vertex_out(overlay_edit_nopersp_color_iface)
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.fragment_out(0, Type::VEC4, "fragColor")
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.vertex_source("overlay_edit_uv_stretching_vert.glsl")
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.fragment_source("gpu_shader_2D_smooth_color_frag.glsl")
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.fragment_source("overlay_varying_color.glsl")
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.additional_info("draw_mesh", "draw_globals");
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GPU_SHADER_CREATE_INFO(overlay_edit_uv_stretching_area)
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@ -328,8 +314,6 @@ GPU_SHADER_INTERFACE_INFO(overlay_edit_curve_handle_iface, "vert").flat(Type::IN
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GPU_SHADER_CREATE_INFO(overlay_edit_curve_handle)
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.do_static_compilation(true)
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.typedef_source("overlay_shader_shared.h")
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/* NOTE: Color already in Linear space. Which is what we want. */
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.define("srgbTarget", "false")
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_in(1, Type::INT, "data")
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.vertex_out(overlay_edit_curve_handle_iface)
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@ -340,7 +324,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_curve_handle)
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.fragment_out(0, Type::VEC4, "fragColor")
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.vertex_source("overlay_edit_curve_handle_vert.glsl")
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.geometry_source("overlay_edit_curve_handle_geom.glsl")
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.fragment_source("gpu_shader_3D_smooth_color_frag.glsl")
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.fragment_source("overlay_varying_color.glsl")
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.additional_info("draw_mesh", "draw_globals");
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GPU_SHADER_CREATE_INFO(overlay_edit_curve_handle_clipped)
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@ -350,8 +334,6 @@ GPU_SHADER_CREATE_INFO(overlay_edit_curve_handle_clipped)
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GPU_SHADER_CREATE_INFO(overlay_edit_curve_point)
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.do_static_compilation(true)
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.typedef_source("overlay_shader_shared.h")
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/* NOTE: Color already in Linear space. Which is what we want. */
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.define("srgbTarget", "false")
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_in(1, Type::INT, "data")
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.vertex_out(overlay_edit_flat_color_iface)
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@ -359,7 +341,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_curve_point)
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.push_constant(Type::INT, "curveHandleDisplay")
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.fragment_out(0, Type::VEC4, "fragColor")
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.vertex_source("overlay_edit_curve_point_vert.glsl")
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.fragment_source("gpu_shader_point_varying_color_frag.glsl")
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.fragment_source("overlay_point_varying_color_frag.glsl")
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.additional_info("draw_mesh", "draw_globals");
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GPU_SHADER_CREATE_INFO(overlay_edit_curve_point_clipped)
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@ -368,8 +350,6 @@ GPU_SHADER_CREATE_INFO(overlay_edit_curve_point_clipped)
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GPU_SHADER_CREATE_INFO(overlay_edit_curve_wire)
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.do_static_compilation(true)
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/* NOTE: Color already in Linear space. Which is what we want. */
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.define("srgbTarget", "false")
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_in(1, Type::VEC3, "nor")
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.vertex_in(2, Type::VEC3, "tan")
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@ -378,7 +358,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_curve_wire)
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.vertex_out(overlay_edit_flat_color_iface)
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.fragment_out(0, Type::VEC4, "fragColor")
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.vertex_source("overlay_edit_curve_wire_vert.glsl")
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.fragment_source("gpu_shader_flat_color_frag.glsl")
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.fragment_source("overlay_varying_color.glsl")
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.additional_info("draw_modelmat", "draw_resource_id_uniform", "draw_globals");
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|
||||
GPU_SHADER_CREATE_INFO(overlay_edit_curve_wire_clipped)
|
||||
|
@ -393,14 +373,12 @@ GPU_SHADER_CREATE_INFO(overlay_edit_curve_wire_clipped)
|
|||
|
||||
GPU_SHADER_CREATE_INFO(overlay_edit_lattice_point)
|
||||
.do_static_compilation(true)
|
||||
/* NOTE: Color already in Linear space. Which is what we want. */
|
||||
.define("srgbTarget", "false")
|
||||
.vertex_in(0, Type::VEC3, "pos")
|
||||
.vertex_in(1, Type::INT, "data")
|
||||
.vertex_out(overlay_edit_flat_color_iface)
|
||||
.fragment_out(0, Type::VEC4, "fragColor")
|
||||
.vertex_source("overlay_edit_lattice_point_vert.glsl")
|
||||
.fragment_source("gpu_shader_point_varying_color_frag.glsl")
|
||||
.fragment_source("overlay_point_varying_color_frag.glsl")
|
||||
.additional_info("draw_mesh", "draw_globals");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_edit_lattice_point_clipped)
|
||||
|
@ -409,15 +387,13 @@ GPU_SHADER_CREATE_INFO(overlay_edit_lattice_point_clipped)
|
|||
|
||||
GPU_SHADER_CREATE_INFO(overlay_edit_lattice_wire)
|
||||
.do_static_compilation(true)
|
||||
/* NOTE: Color already in Linear space. Which is what we want. */
|
||||
.define("srgbTarget", "false")
|
||||
.vertex_in(0, Type::VEC3, "pos")
|
||||
.vertex_in(1, Type::FLOAT, "weight")
|
||||
.sampler(0, ImageType::FLOAT_1D, "weightTex")
|
||||
.vertex_out(overlay_edit_smooth_color_iface)
|
||||
.fragment_out(0, Type::VEC4, "fragColor")
|
||||
.vertex_source("overlay_edit_lattice_wire_vert.glsl")
|
||||
.fragment_source("gpu_shader_3D_smooth_color_frag.glsl")
|
||||
.fragment_source("overlay_varying_color.glsl")
|
||||
.additional_info("draw_mesh", "draw_globals");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_edit_lattice_wire_clipped)
|
||||
|
@ -432,8 +408,6 @@ GPU_SHADER_CREATE_INFO(overlay_edit_lattice_wire_clipped)
|
|||
|
||||
GPU_SHADER_CREATE_INFO(overlay_edit_particle_strand)
|
||||
.do_static_compilation(true)
|
||||
/* NOTE: Color already in Linear space. Which is what we want. */
|
||||
.define("srgbTarget", "false")
|
||||
.vertex_in(0, Type::VEC3, "pos")
|
||||
.vertex_in(1, Type::FLOAT, "color")
|
||||
.sampler(0, ImageType::FLOAT_1D, "weightTex")
|
||||
|
@ -441,7 +415,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_particle_strand)
|
|||
.vertex_out(overlay_edit_smooth_color_iface)
|
||||
.fragment_out(0, Type::VEC4, "fragColor")
|
||||
.vertex_source("overlay_edit_particle_strand_vert.glsl")
|
||||
.fragment_source("gpu_shader_3D_smooth_color_frag.glsl")
|
||||
.fragment_source("overlay_varying_color.glsl")
|
||||
.additional_info("draw_mesh", "draw_globals");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_edit_particle_strand_clipped)
|
||||
|
@ -450,14 +424,12 @@ GPU_SHADER_CREATE_INFO(overlay_edit_particle_strand_clipped)
|
|||
|
||||
GPU_SHADER_CREATE_INFO(overlay_edit_particle_point)
|
||||
.do_static_compilation(true)
|
||||
/* NOTE: Color already in Linear space. Which is what we want. */
|
||||
.define("srgbTarget", "false")
|
||||
.vertex_in(0, Type::VEC3, "pos")
|
||||
.vertex_in(1, Type::FLOAT, "color")
|
||||
.vertex_out(overlay_edit_flat_color_iface)
|
||||
.fragment_out(0, Type::VEC4, "fragColor")
|
||||
.vertex_source("overlay_edit_particle_point_vert.glsl")
|
||||
.fragment_source("gpu_shader_point_varying_color_frag.glsl")
|
||||
.fragment_source("overlay_point_varying_color_frag.glsl")
|
||||
.additional_info("draw_mesh", "draw_globals");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_edit_particle_point_clipped)
|
||||
|
@ -472,8 +444,6 @@ GPU_SHADER_CREATE_INFO(overlay_edit_particle_point_clipped)
|
|||
|
||||
GPU_SHADER_CREATE_INFO(overlay_edit_gpencil)
|
||||
.typedef_source("overlay_shader_shared.h")
|
||||
/* NOTE: Color already in Linear space. Which is what we want. */
|
||||
.define("srgbTarget", "false")
|
||||
.vertex_in(0, Type::VEC3, "pos")
|
||||
.vertex_in(1, Type::INT, "ma")
|
||||
.vertex_in(2, Type::UINT, "vflag")
|
||||
|
@ -493,7 +463,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_gpencil)
|
|||
GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_wire)
|
||||
.do_static_compilation(true)
|
||||
.vertex_out(overlay_edit_smooth_color_iface)
|
||||
.fragment_source("gpu_shader_3D_smooth_color_frag.glsl")
|
||||
.fragment_source("overlay_varying_color.glsl")
|
||||
.additional_info("overlay_edit_gpencil");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_wire_clipped)
|
||||
|
@ -504,7 +474,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_point)
|
|||
.do_static_compilation(true)
|
||||
.define("USE_POINTS")
|
||||
.vertex_out(overlay_edit_flat_color_iface)
|
||||
.fragment_source("gpu_shader_point_varying_color_frag.glsl")
|
||||
.fragment_source("overlay_point_varying_color_frag.glsl")
|
||||
.additional_info("overlay_edit_gpencil");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_point_clipped)
|
||||
|
@ -514,8 +484,6 @@ GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_point_clipped)
|
|||
/* TODO(fclem): Refactor this to take list of point instead of drawing 1 point per drawcall. */
|
||||
GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_guide_point)
|
||||
.do_static_compilation(true)
|
||||
/* NOTE: Color already in Linear space. Which is what we want. */
|
||||
.define("srgbTarget", "false")
|
||||
.vertex_in(0, Type::VEC3, "pos")
|
||||
.vertex_in(1, Type::INT, "data")
|
||||
.vertex_out(overlay_edit_flat_color_iface)
|
||||
|
@ -524,7 +492,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_guide_point)
|
|||
.push_constant(Type::VEC4, "pColor")
|
||||
.fragment_out(0, Type::VEC4, "fragColor")
|
||||
.vertex_source("overlay_edit_gpencil_guide_vert.glsl")
|
||||
.fragment_source("gpu_shader_point_varying_color_frag.glsl")
|
||||
.fragment_source("overlay_point_varying_color_frag.glsl")
|
||||
.additional_info("draw_mesh", "draw_globals");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_edit_gpencil_guide_point_clipped)
|
||||
|
@ -543,7 +511,7 @@ GPU_SHADER_CREATE_INFO(overlay_depth_only)
|
|||
.do_static_compilation(true)
|
||||
.vertex_in(0, Type::VEC3, "pos")
|
||||
.vertex_source("overlay_depth_only_vert.glsl")
|
||||
.fragment_source("gpu_shader_depth_only_frag.glsl")
|
||||
.fragment_source("overlay_depth_only_frag.glsl")
|
||||
.additional_info("draw_mesh");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_depth_only_clipped)
|
||||
|
@ -558,13 +526,11 @@ GPU_SHADER_CREATE_INFO(overlay_depth_only_clipped)
|
|||
|
||||
GPU_SHADER_CREATE_INFO(overlay_uniform_color)
|
||||
.do_static_compilation(true)
|
||||
/* NOTE: Color already in Linear space. Which is what we want. */
|
||||
.define("srgbTarget", "false")
|
||||
.vertex_in(0, Type::VEC3, "pos")
|
||||
.push_constant(Type::VEC4, "color")
|
||||
.fragment_out(0, Type::VEC4, "fragColor")
|
||||
.vertex_source("overlay_depth_only_vert.glsl")
|
||||
.fragment_source("gpu_shader_uniform_color_frag.glsl")
|
||||
.fragment_source("overlay_uniform_color_frag.glsl")
|
||||
.additional_info("draw_mesh");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_uniform_color_clipped)
|
||||
|
|
|
@ -54,7 +54,7 @@ GPU_SHADER_CREATE_INFO(overlay_extra_grid)
|
|||
.vertex_out(overlay_extra_grid_iface)
|
||||
.fragment_out(0, Type::VEC4, "fragColor")
|
||||
.vertex_source("overlay_extra_lightprobe_grid_vert.glsl")
|
||||
.fragment_source("gpu_shader_point_varying_color_frag.glsl")
|
||||
.fragment_source("overlay_point_varying_color_frag.glsl")
|
||||
.additional_info("draw_view", "draw_globals");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_extra_grid_clipped)
|
||||
|
@ -149,7 +149,7 @@ GPU_SHADER_CREATE_INFO(overlay_extra_point)
|
|||
.vertex_out(overlay_extra_point_iface)
|
||||
.fragment_out(0, Type::VEC4, "fragColor")
|
||||
.vertex_source("overlay_extra_point_vert.glsl")
|
||||
.fragment_source("gpu_shader_point_varying_color_varying_outline_aa_frag.glsl")
|
||||
.fragment_source("overlay_point_varying_color_varying_outline_aa_frag.glsl")
|
||||
.additional_info("draw_modelmat", "draw_globals");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_extra_point_clipped)
|
||||
|
@ -216,7 +216,7 @@ GPU_SHADER_CREATE_INFO(overlay_motion_path_point)
|
|||
.vertex_out(overlay_motion_path_point_iface)
|
||||
.fragment_out(0, Type::VEC4, "fragColor")
|
||||
.vertex_source("overlay_motion_path_point_vert.glsl")
|
||||
.fragment_source("gpu_shader_point_varying_color_frag.glsl")
|
||||
.fragment_source("overlay_point_varying_color_frag.glsl")
|
||||
.additional_info("draw_view", "draw_globals");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_motion_path_point_clipped)
|
||||
|
@ -308,13 +308,11 @@ GPU_SHADER_CREATE_INFO(overlay_particle_dot_clipped)
|
|||
|
||||
GPU_SHADER_CREATE_INFO(overlay_particle_shape)
|
||||
.do_static_compilation(true)
|
||||
/* NOTE: Color already in Linear space. Which is what we want. */
|
||||
.define("srgbTarget", "false")
|
||||
/* Instantiated Attrs. */
|
||||
.vertex_in(3, Type::VEC3, "pos")
|
||||
.vertex_in(4, Type::INT, "vclass")
|
||||
.fragment_out(0, Type::VEC4, "fragColor")
|
||||
.fragment_source("gpu_shader_flat_color_frag.glsl")
|
||||
.fragment_source("overlay_varying_color.glsl")
|
||||
.additional_info("overlay_particle", "draw_modelmat", "draw_resource_id_uniform");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_particle_shape_clipped)
|
||||
|
|
|
@ -31,11 +31,9 @@ GPU_SHADER_CREATE_INFO(overlay_grid_background)
|
|||
|
||||
GPU_SHADER_CREATE_INFO(overlay_grid_image)
|
||||
.do_static_compilation(true)
|
||||
/* NOTE: Color already in Linear space. Which is what we want. */
|
||||
.define("srgbTarget", "false")
|
||||
.vertex_in(0, Type::VEC3, "pos")
|
||||
.push_constant(Type::VEC4, "color")
|
||||
.fragment_out(0, Type::VEC4, "fragColor")
|
||||
.vertex_source("overlay_edit_uv_tiled_image_borders_vert.glsl")
|
||||
.fragment_source("gpu_shader_uniform_color_frag.glsl")
|
||||
.fragment_source("overlay_uniform_color_frag.glsl")
|
||||
.additional_info("draw_modelmat");
|
||||
|
|
|
@ -10,13 +10,12 @@
|
|||
|
||||
GPU_SHADER_CREATE_INFO(overlay_paint_face)
|
||||
.do_static_compilation(true)
|
||||
.define("srgbTarget", "false") /* NOTE: Color already in Linear space. */
|
||||
.vertex_in(0, Type::VEC3, "pos")
|
||||
.vertex_in(1, Type::VEC4, "nor") /* Select flag on the 4th component. */
|
||||
.push_constant(Type::VEC4, "color")
|
||||
.fragment_out(0, Type::VEC4, "fragColor")
|
||||
.vertex_source("overlay_paint_face_vert.glsl")
|
||||
.fragment_source("gpu_shader_uniform_color_frag.glsl")
|
||||
.fragment_source("overlay_uniform_color_frag.glsl")
|
||||
.additional_info("draw_modelmat");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_paint_face_clipped)
|
||||
|
@ -41,7 +40,7 @@ GPU_SHADER_CREATE_INFO(overlay_paint_point)
|
|||
.vertex_out(overlay_overlay_paint_point_iface)
|
||||
.fragment_out(0, Type::VEC4, "fragColor")
|
||||
.vertex_source("overlay_paint_point_vert.glsl")
|
||||
.fragment_source("gpu_shader_point_varying_color_frag.glsl")
|
||||
.fragment_source("overlay_point_varying_color_frag.glsl")
|
||||
.additional_info("draw_modelmat", "draw_globals");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_paint_point_clipped)
|
||||
|
@ -162,14 +161,13 @@ GPU_SHADER_INTERFACE_INFO(overlay_paint_wire_iface, "").flat(Type::VEC4, "finalC
|
|||
|
||||
GPU_SHADER_CREATE_INFO(overlay_paint_wire)
|
||||
.do_static_compilation(true)
|
||||
.define("srgbTarget", "false") /* NOTE: Color already in Linear space. */
|
||||
.vertex_in(0, Type::VEC3, "pos")
|
||||
.vertex_in(1, Type::VEC4, "nor") /* flag stored in w */
|
||||
.vertex_out(overlay_paint_wire_iface)
|
||||
.push_constant(Type::BOOL, "useSelect")
|
||||
.fragment_out(0, Type::VEC4, "fragColor")
|
||||
.vertex_source("overlay_paint_wire_vert.glsl")
|
||||
.fragment_source("gpu_shader_flat_color_frag.glsl")
|
||||
.fragment_source("overlay_varying_color.glsl")
|
||||
.additional_info("draw_modelmat", "draw_globals");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_paint_wire_clipped)
|
||||
|
|
|
@ -10,8 +10,6 @@ GPU_SHADER_INTERFACE_INFO(overlay_volume_velocity_iface, "").smooth(Type::VEC4,
|
|||
|
||||
GPU_SHADER_CREATE_INFO(overlay_volume_velocity)
|
||||
.do_static_compilation(true)
|
||||
/* Colors are already in linear space. */
|
||||
.define("srgbTarget", "false")
|
||||
.sampler(0, ImageType::FLOAT_3D, "velocityX")
|
||||
.sampler(1, ImageType::FLOAT_3D, "velocityY")
|
||||
.sampler(2, ImageType::FLOAT_3D, "velocityZ")
|
||||
|
@ -29,7 +27,7 @@ GPU_SHADER_CREATE_INFO(overlay_volume_velocity)
|
|||
.vertex_out(overlay_volume_velocity_iface)
|
||||
.fragment_out(0, Type::VEC4, "fragColor")
|
||||
.vertex_source("overlay_volume_velocity_vert.glsl")
|
||||
.fragment_source("gpu_shader_3D_smooth_color_frag.glsl")
|
||||
.fragment_source("overlay_varying_color.glsl")
|
||||
.additional_info("draw_volume");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_volume_velocity_mac)
|
||||
|
@ -55,8 +53,6 @@ GPU_SHADER_INTERFACE_INFO(overlay_volume_gridlines_iface, "").flat(Type::VEC4, "
|
|||
|
||||
GPU_SHADER_CREATE_INFO(overlay_volume_gridlines)
|
||||
.do_static_compilation(true)
|
||||
/* Colors are already in linear space. */
|
||||
.define("srgbTarget", "false")
|
||||
.push_constant(Type::FLOAT, "slicePosition")
|
||||
.push_constant(Type::INT, "sliceAxis")
|
||||
/* FluidDomainSettings.res */
|
||||
|
@ -70,7 +66,7 @@ GPU_SHADER_CREATE_INFO(overlay_volume_gridlines)
|
|||
.vertex_out(overlay_volume_gridlines_iface)
|
||||
.fragment_out(0, Type::VEC4, "fragColor")
|
||||
.vertex_source("overlay_volume_gridlines_vert.glsl")
|
||||
.fragment_source("gpu_shader_flat_color_frag.glsl")
|
||||
.fragment_source("overlay_varying_color.glsl")
|
||||
.additional_info("draw_volume");
|
||||
|
||||
GPU_SHADER_CREATE_INFO(overlay_volume_gridlines_flags)
|
||||
|
|
|
@ -0,0 +1,6 @@
|
|||
|
||||
void main()
|
||||
{
|
||||
/* No color output, only depth (line below is implicit). */
|
||||
// gl_FragDepth = gl_FragCoord.z;
|
||||
}
|
|
@ -0,0 +1,23 @@
|
|||
|
||||
void main()
|
||||
{
|
||||
vec2 centered = gl_PointCoord - vec2(0.5);
|
||||
float dist_squared = dot(centered, centered);
|
||||
const float rad_squared = 0.25;
|
||||
|
||||
// round point with jaggy edges
|
||||
if (dist_squared > rad_squared) {
|
||||
discard;
|
||||
}
|
||||
|
||||
#if defined(VERT)
|
||||
fragColor = finalColor;
|
||||
|
||||
float midStroke = 0.5 * rad_squared;
|
||||
if (vertexCrease > 0.0 && dist_squared > midStroke) {
|
||||
fragColor.rgb = mix(finalColor.rgb, colorEdgeCrease.rgb, vertexCrease);
|
||||
}
|
||||
#else
|
||||
fragColor = finalColor;
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
|
||||
void main()
|
||||
{
|
||||
float dist = length(gl_PointCoord - vec2(0.5));
|
||||
|
||||
/* transparent outside of point
|
||||
* --- 0 ---
|
||||
* smooth transition
|
||||
* --- 1 ---
|
||||
* pure outline color
|
||||
* --- 2 ---
|
||||
* smooth transition
|
||||
* --- 3 ---
|
||||
* pure fill color
|
||||
* ...
|
||||
* dist = 0 at center of point */
|
||||
|
||||
float midStroke = 0.5 * (radii[1] + radii[2]);
|
||||
|
||||
if (dist > midStroke) {
|
||||
fragColor.rgb = outlineColor.rgb;
|
||||
fragColor.a = mix(outlineColor.a, 0.0, smoothstep(radii[1], radii[0], dist));
|
||||
}
|
||||
else {
|
||||
fragColor = mix(fillColor, outlineColor, smoothstep(radii[3], radii[2], dist));
|
||||
}
|
||||
}
|
|
@ -0,0 +1,4 @@
|
|||
void main()
|
||||
{
|
||||
fragColor = color;
|
||||
}
|
|
@ -0,0 +1,4 @@
|
|||
void main()
|
||||
{
|
||||
fragColor = finalColor;
|
||||
}
|
Loading…
Reference in New Issue