Add diagonal stripe shader (GPU_SHADER_2D_DIAG_STRIPES)

Reviewed By: merwin

Differential Revision: https://developer.blender.org/D2512
This commit is contained in:
Luca Rood 2017-02-16 21:49:20 -02:00
parent 077988dd44
commit ff53949145
4 changed files with 29 additions and 0 deletions

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@ -134,6 +134,7 @@ set(SRC
data_to_c_simple(shaders/gpu_shader_depth_only_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_checker_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_diag_stripes_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_lighting_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)

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@ -109,6 +109,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_2D_SMOOTH_COLOR,
GPU_SHADER_2D_IMAGE_COLOR,
GPU_SHADER_2D_CHECKER,
GPU_SHADER_2D_DIAG_STRIPES,
/* for simple 3D drawing */
GPU_SHADER_3D_UNIFORM_COLOR,
GPU_SHADER_3D_UNIFORM_COLOR_INSTANCE,

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@ -50,6 +50,7 @@
extern char datatoc_gpu_shader_depth_only_frag_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_checker_frag_glsl[];
extern char datatoc_gpu_shader_diag_stripes_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
@ -679,6 +680,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
datatoc_gpu_shader_image_interlace_frag_glsl },
[GPU_SHADER_2D_CHECKER] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_checker_frag_glsl },
[GPU_SHADER_2D_DIAG_STRIPES] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_diag_stripes_frag_glsl },
[GPU_SHADER_2D_UNIFORM_COLOR] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_2D_FLAT_COLOR] = { datatoc_gpu_shader_2D_flat_color_vert_glsl,
datatoc_gpu_shader_flat_color_frag_glsl },

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@ -0,0 +1,24 @@
uniform vec4 color1;
uniform vec4 color2;
uniform int size1;
uniform int size2;
#if __VERSION__ == 120
#define fragColor gl_FragColor
#else
out vec4 fragColor;
#endif
void main()
{
float phase = mod((gl_FragCoord.x + gl_FragCoord.y), (size1 + size2));
if (phase < size1)
{
fragColor = color1;
}
else {
fragColor = color2;
}
}