From 3f11d165015cbb29d933ac1c1efe6411297292a2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cle=CC=81ment=20Foucault?= Date: Thu, 24 Apr 2025 12:50:45 +0200 Subject: [PATCH] Cleanup: DRW: Make all shader resource snake case This make sure that the DRW folder is compliant to our codestyle. Pull Request: https://projects.blender.org/blender/blender/pulls/137673 --- .../engines/gpencil/gpencil_antialiasing.cc | 40 ++-- .../engines/gpencil/gpencil_cache_utils.cc | 30 +-- .../draw/engines/gpencil/gpencil_engine_c.cc | 20 +- .../draw/engines/gpencil/gpencil_shader_fx.cc | 130 ++++++------ .../shaders/gpencil_antialiasing_frag.glsl | 18 +- .../gpencil/shaders/gpencil_common_lib.glsl | 9 +- .../shaders/gpencil_depth_merge_frag.glsl | 4 +- .../shaders/gpencil_depth_merge_vert.glsl | 2 +- .../engines/gpencil/shaders/gpencil_frag.glsl | 36 ++-- .../shaders/gpencil_layer_blend_frag.glsl | 12 +- .../shaders/gpencil_mask_invert_frag.glsl | 2 +- .../engines/gpencil/shaders/gpencil_vert.glsl | 22 +-- .../gpencil/shaders/gpencil_vfx_frag.glsl | 164 +++++++-------- .../gpencil/shaders/infos/gpencil_info.hh | 82 ++++---- .../gpencil/shaders/infos/gpencil_vfx_info.hh | 80 ++++---- .../engines/overlay/overlay_antialiasing.hh | 8 +- .../draw/engines/overlay/overlay_armature.hh | 12 +- .../engines/overlay/overlay_background.hh | 8 +- .../draw/engines/overlay/overlay_camera.hh | 10 +- .../draw/engines/overlay/overlay_curve.hh | 38 ++-- .../draw/engines/overlay/overlay_empty.hh | 10 +- .../draw/engines/overlay/overlay_fluid.hh | 55 +++--- .../engines/overlay/overlay_grease_pencil.hh | 26 +-- .../draw/engines/overlay/overlay_grid.hh | 2 +- .../draw/engines/overlay/overlay_lattice.hh | 2 +- .../engines/overlay/overlay_lightprobe.hh | 6 +- .../draw/engines/overlay/overlay_mesh.hh | 56 +++--- .../engines/overlay/overlay_motion_path.hh | 16 +- .../draw/engines/overlay/overlay_outline.hh | 28 +-- .../draw/engines/overlay/overlay_paint.hh | 10 +- .../draw/engines/overlay/overlay_particle.hh | 22 +-- .../draw/engines/overlay/overlay_sculpt.hh | 4 +- .../draw/engines/overlay/overlay_wireframe.hh | 14 +- .../draw/engines/overlay/overlay_xray_fade.hh | 8 +- .../infos/overlay_antialiasing_info.hh | 20 +- .../shaders/infos/overlay_armature_info.hh | 58 +++--- .../shaders/infos/overlay_background_info.hh | 12 +- .../shaders/infos/overlay_edit_mode_info.hh | 186 +++++++++--------- .../shaders/infos/overlay_extra_info.hh | 114 +++++------ .../shaders/infos/overlay_facing_info.hh | 2 +- .../shaders/infos/overlay_grid_info.hh | 6 +- .../shaders/infos/overlay_outline_info.hh | 26 +-- .../shaders/infos/overlay_paint_info.hh | 30 +-- .../infos/overlay_sculpt_curves_info.hh | 10 +- .../shaders/infos/overlay_sculpt_info.hh | 8 +- .../infos/overlay_viewer_attribute_info.hh | 10 +- .../shaders/infos/overlay_volume_info.hh | 62 +++--- .../shaders/infos/overlay_wireframe_info.hh | 68 +++---- .../shaders/overlay_antialiasing_frag.glsl | 50 ++--- .../overlay_armature_dof_solid_frag.glsl | 4 +- .../shaders/overlay_armature_dof_vert.glsl | 4 +- ...verlay_armature_envelope_outline_vert.glsl | 4 +- .../overlay_armature_envelope_solid_frag.glsl | 12 +- .../overlay_armature_envelope_solid_vert.glsl | 6 +- .../overlay_armature_shape_outline_vert.glsl | 4 +- .../overlay_armature_shape_solid_frag.glsl | 4 +- .../overlay_armature_shape_solid_vert.glsl | 4 +- .../overlay_armature_shape_wire_frag.glsl | 8 +- .../overlay_armature_shape_wire_vert.glsl | 12 +- .../overlay_armature_sphere_outline_vert.glsl | 10 +- .../overlay_armature_sphere_solid_frag.glsl | 22 +-- .../overlay_armature_sphere_solid_vert.glsl | 12 +- .../shaders/overlay_armature_stick_frag.glsl | 8 +- .../shaders/overlay_armature_stick_vert.glsl | 20 +- .../shaders/overlay_armature_wire_frag.glsl | 4 +- .../shaders/overlay_armature_wire_vert.glsl | 6 +- .../shaders/overlay_background_frag.glsl | 16 +- .../overlay_depth_only_gpencil_frag.glsl | 6 +- .../overlay_edit_curve_handle_vert.glsl | 10 +- .../overlay_edit_curve_normals_vert.glsl | 4 +- .../overlay_edit_curve_point_vert.glsl | 10 +- .../shaders/overlay_edit_curve_wire_vert.glsl | 4 +- .../overlay_edit_curves_handle_vert.glsl | 6 +- .../overlay_edit_gpencil_canvas_vert.glsl | 10 +- .../overlay_edit_lattice_point_vert.glsl | 6 +- .../overlay_edit_lattice_wire_vert.glsl | 4 +- .../overlay_edit_mesh_analysis_frag.glsl | 4 +- .../overlay_edit_mesh_analysis_vert.glsl | 4 +- .../shaders/overlay_edit_mesh_common_lib.glsl | 14 +- .../shaders/overlay_edit_mesh_depth_vert.glsl | 2 +- .../shaders/overlay_edit_mesh_edge_vert.glsl | 8 +- .../overlay_edit_mesh_facedot_vert.glsl | 2 +- .../shaders/overlay_edit_mesh_frag.glsl | 16 +- .../shaders/overlay_edit_mesh_lib.glsl | 12 +- .../overlay_edit_mesh_normal_vert.glsl | 26 +-- .../overlay_edit_mesh_skin_root_vert.glsl | 4 +- .../shaders/overlay_edit_mesh_vert.glsl | 36 ++-- .../overlay_edit_particle_point_vert.glsl | 24 +-- .../overlay_edit_particle_strand_vert.glsl | 10 +- .../shaders/overlay_edit_pointcloud_vert.glsl | 2 +- .../shaders/overlay_edit_uv_edges_frag.glsl | 32 +-- .../shaders/overlay_edit_uv_edges_vert.glsl | 14 +- .../overlay_edit_uv_face_dots_vert.glsl | 4 +- .../shaders/overlay_edit_uv_faces_vert.glsl | 6 +- .../overlay_edit_uv_image_mask_frag.glsl | 4 +- .../overlay_edit_uv_stretching_vert.glsl | 4 +- .../shaders/overlay_edit_uv_verts_frag.glsl | 6 +- .../shaders/overlay_edit_uv_verts_vert.glsl | 14 +- .../overlay/shaders/overlay_extra_frag.glsl | 6 +- .../overlay_extra_groundline_vert.glsl | 4 +- .../overlay_extra_lightprobe_grid_vert.glsl | 17 +- .../overlay_extra_loose_point_frag.glsl | 8 +- .../overlay_extra_loose_point_vert.glsl | 2 +- .../shaders/overlay_extra_point_vert.glsl | 4 +- .../overlay/shaders/overlay_extra_vert.glsl | 26 +-- .../shaders/overlay_extra_wire_frag.glsl | 8 +- .../shaders/overlay_extra_wire_vert.glsl | 12 +- .../overlay/shaders/overlay_facing_frag.glsl | 4 +- .../shaders/overlay_grid_background_frag.glsl | 6 +- .../overlay/shaders/overlay_image_frag.glsl | 10 +- .../overlay/shaders/overlay_image_vert.glsl | 4 +- .../overlay_motion_path_line_frag.glsl | 2 +- .../overlay_motion_path_line_vert.glsl | 16 +- .../overlay_motion_path_point_vert.glsl | 32 +-- .../shaders/overlay_outline_detect_frag.glsl | 68 +++---- .../overlay_outline_prepass_curves_vert.glsl | 4 +- .../overlay_outline_prepass_gpencil_frag.glsl | 6 +- .../overlay_outline_prepass_gpencil_vert.glsl | 4 +- ...erlay_outline_prepass_pointcloud_vert.glsl | 4 +- .../shaders/overlay_outline_prepass_vert.glsl | 4 +- .../overlay_outline_prepass_wire_vert.glsl | 4 +- .../shaders/overlay_paint_point_vert.glsl | 4 +- .../shaders/overlay_paint_texture_frag.glsl | 8 +- .../shaders/overlay_paint_weight_frag.glsl | 6 +- .../shaders/overlay_paint_wire_vert.glsl | 10 +- .../shaders/overlay_particle_frag.glsl | 4 +- .../shaders/overlay_particle_hair_vert.glsl | 18 +- .../shaders/overlay_particle_shape_frag.glsl | 4 +- .../shaders/overlay_particle_shape_vert.glsl | 8 +- .../shaders/overlay_particle_vert.glsl | 4 +- .../overlay_point_varying_color_frag.glsl | 10 +- ...varying_color_varying_outline_aa_frag.glsl | 6 +- .../overlay_sculpt_curves_cage_vert.glsl | 6 +- .../shaders/overlay_sculpt_mask_frag.glsl | 2 +- .../shaders/overlay_sculpt_mask_vert.glsl | 4 +- .../shaders/overlay_uniform_color_frag.glsl | 4 +- .../shaders/overlay_varying_color.glsl | 4 +- .../overlay_viewer_attribute_curve_vert.glsl | 2 +- .../overlay_viewer_attribute_curves_vert.glsl | 4 +- .../overlay_viewer_attribute_frag.glsl | 4 +- .../overlay_viewer_attribute_mesh_vert.glsl | 2 +- ...rlay_viewer_attribute_pointcloud_vert.glsl | 2 +- .../overlay_volume_gridlines_vert.glsl | 34 ++-- .../shaders/overlay_volume_velocity_vert.glsl | 72 +++---- .../shaders/overlay_wireframe_frag.glsl | 24 +-- .../shaders/overlay_wireframe_vert.glsl | 36 ++-- .../shaders/overlay_xray_fade_frag.glsl | 12 +- .../draw/engines/select/select_engine.cc | 12 +- .../select/shaders/infos/select_id_info.hh | 10 +- .../select/shaders/select_debug_frag.glsl | 10 +- .../select/shaders/select_id_frag.glsl | 2 +- .../select/shaders/select_id_vert.glsl | 2 +- .../shaders/infos/workbench_composite_info.hh | 4 +- .../workbench_effect_antialiasing_info.hh | 26 +-- .../infos/workbench_effect_dof_info.hh | 50 ++--- .../infos/workbench_effect_outline_info.hh | 4 +- .../shaders/infos/workbench_prepass_info.hh | 8 +- .../workbench_transparent_resolve_info.hh | 6 +- .../shaders/infos/workbench_volume_info.hh | 44 ++--- .../shaders/workbench_cavity_lib.glsl | 6 +- .../shaders/workbench_composite_frag.glsl | 2 +- .../shaders/workbench_curvature_lib.glsl | 10 +- .../workbench_effect_dof_blur1_frag.glsl | 18 +- .../workbench_effect_dof_blur2_frag.glsl | 8 +- .../workbench_effect_dof_downsample_frag.glsl | 18 +- .../shaders/workbench_effect_dof_lib.glsl | 10 +- .../workbench_effect_dof_prepare_frag.glsl | 16 +- .../workbench_effect_dof_resolve_frag.glsl | 8 +- .../workbench_effect_outline_frag.glsl | 12 +- .../shaders/workbench_effect_smaa_frag.glsl | 14 +- .../shaders/workbench_effect_taa_frag.glsl | 8 +- .../shaders/workbench_image_lib.glsl | 6 +- .../workbench_transparent_accum_frag.glsl | 2 +- .../workbench_transparent_resolve_frag.glsl | 10 +- .../shaders/workbench_volume_frag.glsl | 66 +++---- .../shaders/workbench_volume_vert.glsl | 14 +- .../shaders/workbench_world_light_lib.glsl | 4 +- .../workbench_effect_antialiasing.cc | 24 +-- .../engines/workbench/workbench_effect_dof.cc | 40 ++-- .../workbench/workbench_effect_outline.cc | 2 +- .../workbench/workbench_mesh_passes.cc | 12 +- .../engines/workbench/workbench_volume.cc | 59 +++--- .../shaders/draw_grease_pencil_lib.glsl | 28 +-- 183 files changed, 1617 insertions(+), 1623 deletions(-) diff --git a/source/blender/draw/engines/gpencil/gpencil_antialiasing.cc b/source/blender/draw/engines/gpencil/gpencil_antialiasing.cc index 767be299079..b3c7d4a540d 100644 --- a/source/blender/draw/engines/gpencil/gpencil_antialiasing.cc +++ b/source/blender/draw/engines/gpencil/gpencil_antialiasing.cc @@ -28,12 +28,12 @@ void Instance::antialiasing_init() pass.init(); pass.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM); pass.shader_set(ShaderCache::get().antialiasing[2].get()); - pass.bind_texture("blendTex", &this->color_tx); - pass.bind_texture("colorTex", &this->color_tx); - pass.bind_texture("revealTex", &this->reveal_tx); - pass.push_constant("doAntiAliasing", false); - pass.push_constant("onlyAlpha", this->draw_wireframe); - pass.push_constant("viewportMetrics", metrics); + pass.bind_texture("blend_tx", &this->color_tx); + pass.bind_texture("color_tx", &this->color_tx); + pass.bind_texture("reveal_tx", &this->reveal_tx); + pass.push_constant("do_anti_aliasing", false); + pass.push_constant("only_alpha", this->draw_wireframe); + pass.push_constant("viewport_metrics", metrics); pass.draw_procedural(GPU_PRIM_TRIS, 1, 3); return; } @@ -69,10 +69,10 @@ void Instance::antialiasing_init() pass.init(); pass.state_set(DRW_STATE_WRITE_COLOR); pass.shader_set(ShaderCache::get().antialiasing[0].get()); - pass.bind_texture("colorTex", &this->color_tx); - pass.bind_texture("revealTex", &this->reveal_tx); - pass.push_constant("viewportMetrics", metrics); - pass.push_constant("lumaWeight", luma_weight); + pass.bind_texture("color_tx", &this->color_tx); + pass.bind_texture("reveal_tx", &this->reveal_tx); + pass.push_constant("viewport_metrics", metrics); + pass.push_constant("luma_weight", luma_weight); pass.clear_color(float4(0.0f)); pass.draw_procedural(GPU_PRIM_TRIS, 1, 3); } @@ -82,10 +82,10 @@ void Instance::antialiasing_init() pass.init(); pass.state_set(DRW_STATE_WRITE_COLOR); pass.shader_set(ShaderCache::get().antialiasing[1].get()); - pass.bind_texture("edgesTex", &this->smaa_edge_tx); - pass.bind_texture("areaTex", &this->smaa_area_tx); - pass.bind_texture("searchTex", &this->smaa_search_tx); - pass.push_constant("viewportMetrics", metrics); + pass.bind_texture("edges_tx", &this->smaa_edge_tx); + pass.bind_texture("area_tx", &this->smaa_area_tx); + pass.bind_texture("search_tx", &this->smaa_search_tx); + pass.push_constant("viewport_metrics", metrics); pass.clear_color(float4(0.0f)); pass.draw_procedural(GPU_PRIM_TRIS, 1, 3); } @@ -95,12 +95,12 @@ void Instance::antialiasing_init() pass.init(); pass.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM); pass.shader_set(ShaderCache::get().antialiasing[2].get()); - pass.bind_texture("blendTex", &this->smaa_weight_tx); - pass.bind_texture("colorTex", &this->color_tx); - pass.bind_texture("revealTex", &this->reveal_tx); - pass.push_constant("doAntiAliasing", true); - pass.push_constant("onlyAlpha", this->draw_wireframe); - pass.push_constant("viewportMetrics", metrics); + pass.bind_texture("blend_tx", &this->smaa_weight_tx); + pass.bind_texture("color_tx", &this->color_tx); + pass.bind_texture("reveal_tx", &this->reveal_tx); + pass.push_constant("do_anti_aliasing", true); + pass.push_constant("only_alpha", this->draw_wireframe); + pass.push_constant("viewport_metrics", metrics); pass.draw_procedural(GPU_PRIM_TRIS, 1, 3); } } diff --git a/source/blender/draw/engines/gpencil/gpencil_cache_utils.cc b/source/blender/draw/engines/gpencil/gpencil_cache_utils.cc index c0f5455164b..478564c01a9 100644 --- a/source/blender/draw/engines/gpencil/gpencil_cache_utils.cc +++ b/source/blender/draw/engines/gpencil/gpencil_cache_utils.cc @@ -406,11 +406,11 @@ tLayer *grease_pencil_layer_cache_add(Instance *inst, pass.init(); pass.state_set(state); pass.shader_set(ShaderCache::get().layer_blend.get()); - pass.push_constant("blendMode", int(layer.blend_mode)); - pass.push_constant("blendOpacity", layer_opacity); - pass.bind_texture("colorBuf", &inst->color_layer_tx); - pass.bind_texture("revealBuf", &inst->reveal_layer_tx); - pass.bind_texture("maskBuf", (is_masked) ? &inst->mask_tx : &inst->dummy_tx); + pass.push_constant("blend_mode", int(layer.blend_mode)); + pass.push_constant("blend_opacity", layer_opacity); + pass.bind_texture("color_buf", &inst->color_layer_tx); + pass.bind_texture("reveal_buf", &inst->reveal_layer_tx); + pass.bind_texture("mask_buf", (is_masked) ? &inst->mask_tx : &inst->dummy_tx); pass.state_stencil(0xFF, 0xFF, 0xFF); pass.draw_procedural(GPU_PRIM_TRIS, 1, 3); @@ -418,7 +418,7 @@ tLayer *grease_pencil_layer_cache_add(Instance *inst, /* We cannot do custom blending on Multi-Target frame-buffers. * Workaround by doing 2 passes. */ pass.state_set((state & ~DRW_STATE_BLEND_MUL) | DRW_STATE_BLEND_ADD_FULL); - pass.push_constant("blendMode", 999); + pass.push_constant("blend_mode", 999); pass.draw_procedural(GPU_PRIM_TRIS, 1, 3); } @@ -444,14 +444,14 @@ tLayer *grease_pencil_layer_cache_add(Instance *inst, pass.state_set(state); pass.shader_set(ShaderCache::get().geometry.get()); - pass.bind_texture("gpSceneDepthTexture", depth_tex); - pass.bind_texture("gpMaskTexture", mask_tex); - pass.push_constant("gpNormal", tgp_ob->plane_normal); - pass.push_constant("gpStrokeOrder3d", tgp_ob->is_drawmode3d); - pass.push_constant("gpVertexColorOpacity", vert_col_opacity); + pass.bind_texture("gp_scene_depth_tx", depth_tex); + pass.bind_texture("gp_mask_tx", mask_tex); + pass.push_constant("gp_normal", tgp_ob->plane_normal); + pass.push_constant("gp_stroke_order3d", tgp_ob->is_drawmode3d); + pass.push_constant("gp_vertex_color_opacity", vert_col_opacity); - pass.bind_texture("gpFillTexture", inst->dummy_tx); - pass.bind_texture("gpStrokeTexture", inst->dummy_tx); + pass.bind_texture("gp_fill_tx", inst->dummy_tx); + pass.bind_texture("gp_stroke_tx", inst->dummy_tx); /* If random color type, need color by layer. */ float4 gpl_color; @@ -460,9 +460,9 @@ tLayer *grease_pencil_layer_cache_add(Instance *inst, grease_pencil_layer_random_color_get(ob, layer, gpl_color); gpl_color[3] = 1.0f; } - pass.push_constant("gpLayerTint", gpl_color); + pass.push_constant("gp_layer_tint", gpl_color); - pass.push_constant("gpLayerOpacity", layer_alpha); + pass.push_constant("gp_layer_opacity", layer_alpha); pass.state_stencil(0xFF, 0xFF, 0xFF); } diff --git a/source/blender/draw/engines/gpencil/gpencil_engine_c.cc b/source/blender/draw/engines/gpencil/gpencil_engine_c.cc index 683c6a227c3..8b058a0fcfb 100644 --- a/source/blender/draw/engines/gpencil/gpencil_engine_c.cc +++ b/source/blender/draw/engines/gpencil/gpencil_engine_c.cc @@ -247,9 +247,9 @@ void Instance::begin_sync() pass.init(); pass.state_set(DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS); pass.shader_set(ShaderCache::get().depth_merge.get()); - pass.bind_texture("depthBuf", &this->depth_tx); - pass.push_constant("strokeOrder3d", &this->is_stroke_order_3d); - pass.push_constant("gpModelMatrix", &this->object_bound_mat); + pass.bind_texture("depth_buf", &this->depth_tx); + pass.push_constant("stroke_order3d", &this->is_stroke_order_3d); + pass.push_constant("gp_model_matrix", &this->object_bound_mat); pass.draw_procedural(GPU_PRIM_TRIS, 1, 3); } { @@ -462,12 +462,12 @@ tObject *Instance::object_sync_do(Object *ob, ResourceHandle res_handle) pass.bind_ubo("gp_lights", lights_ubo); pass.bind_ubo("gp_materials", ubo_mat); - pass.bind_texture("gpFillTexture", tex_fill); - pass.bind_texture("gpStrokeTexture", tex_stroke); - pass.push_constant("gpMaterialOffset", mat_ofs); + pass.bind_texture("gp_fill_tx", tex_fill); + pass.bind_texture("gp_stroke_tx", tex_stroke); + pass.push_constant("gp_material_offset", mat_ofs); /* Since we don't use the sbuffer in GPv3, this is always 0. */ - pass.push_constant("gpStrokeIndexOffset", 0.0f); - pass.push_constant("viewportSize", float2(draw_ctx->viewport_size_get())); + pass.push_constant("gp_stroke_index_offset", 0.0f); + pass.push_constant("viewport_size", float2(draw_ctx->viewport_size_get())); const VArray stroke_materials = *attributes.lookup_or_default( "material_index", bke::AttrDomain::Curve, 0); @@ -522,11 +522,11 @@ tObject *Instance::object_sync_do(Object *ob, ResourceHandle res_handle) ubo_mat = new_ubo_mat; } if (new_tex_fill) { - pass.bind_texture("gpFillTexture", new_tex_fill); + pass.bind_texture("gp_fill_tx", new_tex_fill); tex_fill = new_tex_fill; } if (new_tex_stroke) { - pass.bind_texture("gpStrokeTexture", new_tex_stroke); + pass.bind_texture("gp_stroke_tx", new_tex_stroke); tex_stroke = new_tex_stroke; } } diff --git a/source/blender/draw/engines/gpencil/gpencil_shader_fx.cc b/source/blender/draw/engines/gpencil/gpencil_shader_fx.cc index 93820be0544..bddf96f4adb 100644 --- a/source/blender/draw/engines/gpencil/gpencil_shader_fx.cc +++ b/source/blender/draw/engines/gpencil/gpencil_shader_fx.cc @@ -57,8 +57,8 @@ PassSimple &Instance::vfx_pass_create( pass.init(); pass.state_set(state); pass.shader_set(sh); - pass.bind_texture("colorBuf", vfx_swapchain_.current().color_tx, sampler); - pass.bind_texture("revealBuf", vfx_swapchain_.current().reveal_tx, sampler); + pass.bind_texture("color_buf", vfx_swapchain_.current().color_tx, sampler); + pass.bind_texture("reveal_buf", vfx_swapchain_.current().reveal_tx, sampler); vfx_swapchain_.swap(); @@ -107,13 +107,13 @@ void Instance::vfx_blur_sync(BlurShaderFxData *fx, Object *ob, tObject *tgp_ob) if (blur_size[0] > 0.0f) { auto &grp = vfx_pass_create("Fx Blur H", state, sh, tgp_ob); grp.push_constant("offset", float2(blur_size[0] * c, blur_size[0] * s)); - grp.push_constant("sampCount", max_ii(1, min_ii(fx->samples, blur_size[0]))); + grp.push_constant("samp_count", max_ii(1, min_ii(fx->samples, blur_size[0]))); grp.draw_procedural(GPU_PRIM_TRIS, 1, 3); } if (blur_size[1] > 0.0f) { auto &grp = vfx_pass_create("Fx Blur V", state, sh, tgp_ob); grp.push_constant("offset", float2(-blur_size[1] * s, blur_size[1] * c)); - grp.push_constant("sampCount", max_ii(1, min_ii(fx->samples, blur_size[1]))); + grp.push_constant("samp_count", max_ii(1, min_ii(fx->samples, blur_size[1]))); grp.draw_procedural(GPU_PRIM_TRIS, 1, 3); } } @@ -124,8 +124,8 @@ void Instance::vfx_colorize_sync(ColorizeShaderFxData *fx, Object * /*ob*/, tObj DRWState state = DRW_STATE_WRITE_COLOR; auto &grp = vfx_pass_create("Fx Colorize", state, sh, tgp_ob); - grp.push_constant("lowColor", float3(fx->low_color)); - grp.push_constant("highColor", float3(fx->high_color)); + grp.push_constant("low_color", float3(fx->low_color)); + grp.push_constant("high_color", float3(fx->high_color)); grp.push_constant("factor", fx->factor); grp.push_constant("mode", fx->mode); grp.draw_procedural(GPU_PRIM_TRIS, 1, 3); @@ -141,9 +141,9 @@ void Instance::vfx_flip_sync(FlipShaderFxData *fx, Object * /*ob*/, tObject *tgp DRWState state = DRW_STATE_WRITE_COLOR; auto &grp = vfx_pass_create("Fx Flip", state, sh, tgp_ob); - grp.push_constant("axisFlip", float2(axis_flip)); - grp.push_constant("waveOffset", float2(0.0f, 0.0f)); - grp.push_constant("swirlRadius", 0.0f); + grp.push_constant("axis_flip", float2(axis_flip)); + grp.push_constant("wave_offset", float2(0.0f, 0.0f)); + grp.push_constant("swirl_radius", 0.0f); grp.draw_procedural(GPU_PRIM_TRIS, 1, 3); } @@ -172,11 +172,11 @@ void Instance::vfx_rim_sync(RimShaderFxData *fx, Object *ob, tObject *tgp_ob) { DRWState state = DRW_STATE_WRITE_COLOR; auto &grp = vfx_pass_create("Fx Rim H", state, sh, tgp_ob); - grp.push_constant("blurDir", float2(blur_size[0] * vp_size_inv[0], 0.0f)); - grp.push_constant("uvOffset", float2(offset)); - grp.push_constant("sampCount", max_ii(1, min_ii(fx->samples, blur_size[0]))); - grp.push_constant("maskColor", float3(fx->mask_rgb)); - grp.push_constant("isFirstPass", true); + grp.push_constant("blur_dir", float2(blur_size[0] * vp_size_inv[0], 0.0f)); + grp.push_constant("uv_offset", float2(offset)); + grp.push_constant("samp_count", max_ii(1, min_ii(fx->samples, blur_size[0]))); + grp.push_constant("mask_color", float3(fx->mask_rgb)); + grp.push_constant("is_first_pass", true); grp.draw_procedural(GPU_PRIM_TRIS, 1, 3); } @@ -202,19 +202,19 @@ void Instance::vfx_rim_sync(RimShaderFxData *fx, Object *ob, tObject *tgp_ob) zero_v2(offset); auto &grp = vfx_pass_create("Fx Rim V", state, sh, tgp_ob); - grp.push_constant("blurDir", float2(0.0f, blur_size[1] * vp_size_inv[1])); - grp.push_constant("uvOffset", float2(offset)); - grp.push_constant("rimColor", float3(fx->rim_rgb)); - grp.push_constant("sampCount", max_ii(1, min_ii(fx->samples, blur_size[1]))); - grp.push_constant("blendMode", fx->mode); - grp.push_constant("isFirstPass", false); + grp.push_constant("blur_dir", float2(0.0f, blur_size[1] * vp_size_inv[1])); + grp.push_constant("uv_offset", float2(offset)); + grp.push_constant("rim_color", float3(fx->rim_rgb)); + grp.push_constant("samp_count", max_ii(1, min_ii(fx->samples, blur_size[1]))); + grp.push_constant("blend_mode", fx->mode); + grp.push_constant("is_first_pass", false); grp.draw_procedural(GPU_PRIM_TRIS, 1, 3); if (fx->mode == eShaderFxRimMode_Overlay) { /* We cannot do custom blending on multi-target frame-buffers. * Workaround by doing 2 passes. */ grp.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD_FULL); - grp.push_constant("blendMode", 999); + grp.push_constant("blend_mode", 999); grp.draw_procedural(GPU_PRIM_TRIS, 1, 3); } } @@ -261,11 +261,11 @@ void Instance::vfx_pixelize_sync(PixelShaderFxData *fx, Object *ob, tObject *tgp GPUSamplerState::default_sampler(); auto &grp = vfx_pass_create("Fx Pixelize X", state, sh, tgp_ob, sampler); - grp.push_constant("targetPixelSize", float2(pixsize_uniform)); - grp.push_constant("targetPixelOffset", float2(ob_center)); - grp.push_constant("accumOffset", float2(pixel_size[0], 0.0f)); + grp.push_constant("target_pixel_size", float2(pixsize_uniform)); + grp.push_constant("target_pixel_offset", float2(ob_center)); + grp.push_constant("accum_offset", float2(pixel_size[0], 0.0f)); int samp_count = (pixel_size[0] / vp_size_inv[0] > 3.0) ? 2 : 1; - grp.push_constant("sampCount", (use_antialiasing ? samp_count : 0)); + grp.push_constant("samp_count", (use_antialiasing ? samp_count : 0)); grp.draw_procedural(GPU_PRIM_TRIS, 1, 3); } @@ -274,10 +274,10 @@ void Instance::vfx_pixelize_sync(PixelShaderFxData *fx, Object *ob, tObject *tgp GPUSamplerState::default_sampler(); copy_v2_fl2(pixsize_uniform, vp_size_inv[0], pixel_size[1]); auto &grp = vfx_pass_create("Fx Pixelize Y", state, sh, tgp_ob, sampler); - grp.push_constant("targetPixelSize", float2(pixsize_uniform)); - grp.push_constant("accumOffset", float2(0.0f, pixel_size[1])); + grp.push_constant("target_pixel_size", float2(pixsize_uniform)); + grp.push_constant("accum_offset", float2(0.0f, pixel_size[1])); int samp_count = (pixel_size[1] / vp_size_inv[1] > 3.0) ? 2 : 1; - grp.push_constant("sampCount", (use_antialiasing ? samp_count : 0)); + grp.push_constant("samp_count", (use_antialiasing ? samp_count : 0)); grp.draw_procedural(GPU_PRIM_TRIS, 1, 3); } } @@ -364,15 +364,15 @@ void Instance::vfx_shadow_sync(ShadowShaderFxData *fx, Object *ob, tObject *tgp_ { DRWState state = DRW_STATE_WRITE_COLOR; auto &grp = vfx_pass_create("Fx Shadow H", state, sh, tgp_ob); - grp.push_constant("blurDir", float2(blur_dir)); - grp.push_constant("waveDir", float2(wave_dir)); - grp.push_constant("waveOffset", float2(wave_ofs)); - grp.push_constant("wavePhase", wave_phase); - grp.push_constant("uvRotX", float2(uv_mat[0])); - grp.push_constant("uvRotY", float2(uv_mat[1])); - grp.push_constant("uvOffset", float2(uv_mat[3])); - grp.push_constant("sampCount", max_ii(1, min_ii(fx->samples, blur_size[0]))); - grp.push_constant("isFirstPass", true); + grp.push_constant("blur_dir", float2(blur_dir)); + grp.push_constant("wave_dir", float2(wave_dir)); + grp.push_constant("wave_offset", float2(wave_ofs)); + grp.push_constant("wave_phase", wave_phase); + grp.push_constant("uv_rot_x", float2(uv_mat[0])); + grp.push_constant("uv_rot_y", float2(uv_mat[1])); + grp.push_constant("uv_offset", float2(uv_mat[3])); + grp.push_constant("samp_count", max_ii(1, min_ii(fx->samples, blur_size[0]))); + grp.push_constant("is_first_pass", true); grp.draw_procedural(GPU_PRIM_TRIS, 1, 3); } @@ -387,14 +387,14 @@ void Instance::vfx_shadow_sync(ShadowShaderFxData *fx, Object *ob, tObject *tgp_ { DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL; auto &grp = vfx_pass_create("Fx Shadow V", state, sh, tgp_ob); - grp.push_constant("shadowColor", float4(fx->shadow_rgba)); - grp.push_constant("blurDir", float2(blur_dir)); - grp.push_constant("waveOffset", float2(wave_ofs)); - grp.push_constant("uvRotX", float2(uv_mat[0])); - grp.push_constant("uvRotY", float2(uv_mat[1])); - grp.push_constant("uvOffset", float2(uv_mat[3])); - grp.push_constant("sampCount", max_ii(1, min_ii(fx->samples, blur_size[1]))); - grp.push_constant("isFirstPass", false); + grp.push_constant("shadow_color", float4(fx->shadow_rgba)); + grp.push_constant("blur_dir", float2(blur_dir)); + grp.push_constant("wave_offset", float2(wave_ofs)); + grp.push_constant("uv_rot_x", float2(uv_mat[0])); + grp.push_constant("uv_rot_y", float2(uv_mat[1])); + grp.push_constant("uv_offset", float2(uv_mat[3])); + grp.push_constant("samp_count", max_ii(1, min_ii(fx->samples, blur_size[1]))); + grp.push_constant("is_first_pass", false); grp.draw_procedural(GPU_PRIM_TRIS, 1, 3); } } @@ -425,11 +425,11 @@ void Instance::vfx_glow_sync(GlowShaderFxData *fx, Object * /*ob*/, tObject *tgp DRWState state = DRW_STATE_WRITE_COLOR; auto &grp = vfx_pass_create("Fx Glow H", state, sh, tgp_ob); grp.push_constant("offset", float2(fx->blur[0] * c, fx->blur[0] * s)); - grp.push_constant("sampCount", max_ii(1, min_ii(fx->samples, fx->blur[0]))); + grp.push_constant("samp_count", max_ii(1, min_ii(fx->samples, fx->blur[0]))); grp.push_constant("threshold", float4(ref_col)); - grp.push_constant("glowColor", float4(fx->glow_color)); - grp.push_constant("glowUnder", use_glow_under); - grp.push_constant("firstPass", true); + grp.push_constant("glow_color", float4(fx->glow_color)); + grp.push_constant("glow_under", use_glow_under); + grp.push_constant("first_pass", true); grp.draw_procedural(GPU_PRIM_TRIS, 1, 3); state = DRW_STATE_WRITE_COLOR; @@ -460,11 +460,11 @@ void Instance::vfx_glow_sync(GlowShaderFxData *fx, Object * /*ob*/, tObject *tgp { auto &grp = vfx_pass_create("Fx Glow V", state, sh, tgp_ob); grp.push_constant("offset", float2(-fx->blur[1] * s, fx->blur[1] * c)); - grp.push_constant("sampCount", max_ii(1, min_ii(fx->samples, fx->blur[0]))); + grp.push_constant("samp_count", max_ii(1, min_ii(fx->samples, fx->blur[0]))); grp.push_constant("threshold", float4{-1.0f, -1.0f, -1.0f, -1.0}); - grp.push_constant("glowColor", float4{1.0f, 1.0f, 1.0f, fx->glow_color[3]}); - grp.push_constant("firstPass", false); - grp.push_constant("blendMode", fx->blend_mode); + grp.push_constant("glow_color", float4{1.0f, 1.0f, 1.0f, fx->glow_color[3]}); + grp.push_constant("first_pass", false); + grp.push_constant("blend_mode", fx->blend_mode); grp.draw_procedural(GPU_PRIM_TRIS, 1, 3); } } @@ -515,11 +515,11 @@ void Instance::vfx_wave_sync(WaveShaderFxData *fx, Object *ob, tObject *tgp_ob) DRWState state = DRW_STATE_WRITE_COLOR; auto &grp = vfx_pass_create("Fx Wave", state, sh, tgp_ob); - grp.push_constant("axisFlip", float2(1.0f, 1.0f)); - grp.push_constant("waveDir", float2(wave_dir)); - grp.push_constant("waveOffset", float2(wave_ofs)); - grp.push_constant("wavePhase", wave_phase); - grp.push_constant("swirlRadius", 0.0f); + grp.push_constant("axis_flip", float2(1.0f, 1.0f)); + grp.push_constant("wave_dir", float2(wave_dir)); + grp.push_constant("wave_offset", float2(wave_ofs)); + grp.push_constant("wave_phase", wave_phase); + grp.push_constant("swirl_radius", 0.0f); grp.draw_procedural(GPU_PRIM_TRIS, 1, 3); } @@ -559,11 +559,11 @@ void Instance::vfx_swirl_sync(SwirlShaderFxData *fx, Object * /*ob*/, tObject *t DRWState state = DRW_STATE_WRITE_COLOR; auto &grp = vfx_pass_create("Fx Flip", state, sh, tgp_ob); - grp.push_constant("axisFlip", float2(1.0f, 1.0f)); - grp.push_constant("waveOffset", float2(0.0f, 0.0f)); - grp.push_constant("swirlCenter", float2(swirl_center)); - grp.push_constant("swirlAngle", fx->angle); - grp.push_constant("swirlRadius", radius); + grp.push_constant("axis_flip", float2(1.0f, 1.0f)); + grp.push_constant("wave_offset", float2(0.0f, 0.0f)); + grp.push_constant("swirl_center", float2(swirl_center)); + grp.push_constant("swirl_angle", fx->angle); + grp.push_constant("swirl_radius", radius); grp.draw_procedural(GPU_PRIM_TRIS, 1, 3); } @@ -626,13 +626,13 @@ void Instance::vfx_sync(Object *ob, tObject *tgp_ob) DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_MUL; auto &grp = vfx_pass_create("GPencil Object Compose", state, sh, tgp_ob); - grp.push_constant("isFirstPass", true); + grp.push_constant("is_first_pass", true); grp.draw_procedural(GPU_PRIM_TRIS, 1, 3); /* We cannot do custom blending on multi-target frame-buffers. * Workaround by doing 2 passes. */ grp.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD_FULL); - grp.push_constant("isFirstPass", false); + grp.push_constant("is_first_pass", false); grp.draw_procedural(GPU_PRIM_TRIS, 1, 3); this->use_object_fb = true; diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_antialiasing_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_antialiasing_frag.glsl index e01cb27eaa9..cb9dcfe9c61 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_antialiasing_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_antialiasing_frag.glsl @@ -12,8 +12,8 @@ void main() { #if SMAA_STAGE == 0 /* Detect edges in color and revealage buffer. */ - out_edges = SMAALumaEdgeDetectionPS(uvs, offset, colorTex); - out_edges = max(out_edges, SMAALumaEdgeDetectionPS(uvs, offset, revealTex)); + out_edges = SMAALumaEdgeDetectionPS(uvs, offset, color_tx); + out_edges = max(out_edges, SMAALumaEdgeDetectionPS(uvs, offset, reveal_tx)); /* Discard if there is no edge. */ if (dot(out_edges, float2(1.0f, 1.0f)) == 0.0f) { discard; @@ -22,17 +22,17 @@ void main() #elif SMAA_STAGE == 1 out_weights = SMAABlendingWeightCalculationPS( - uvs, pixcoord, offset, edgesTex, areaTex, searchTex, float4(0)); + uvs, pixcoord, offset, edges_tx, area_tx, search_tx, float4(0)); #elif SMAA_STAGE == 2 /* Resolve both buffers. */ - if (doAntiAliasing) { - out_color = SMAANeighborhoodBlendingPS(uvs, offset[0], colorTex, blendTex); - out_reveal = SMAANeighborhoodBlendingPS(uvs, offset[0], revealTex, blendTex); + if (do_anti_aliasing) { + out_color = SMAANeighborhoodBlendingPS(uvs, offset[0], color_tx, blend_tx); + out_reveal = SMAANeighborhoodBlendingPS(uvs, offset[0], reveal_tx, blend_tx); } else { - out_color = texture(colorTex, uvs); - out_reveal = texture(revealTex, uvs); + out_color = texture(color_tx, uvs); + out_reveal = texture(reveal_tx, uvs); } /* Revealage, how much light passes through. */ @@ -42,7 +42,7 @@ void main() /* Add the alpha. */ out_color.a = 1.0f - out_reveal.a; - if (onlyAlpha) { + if (only_alpha) { /* Special case in wire-frame X-ray mode. */ out_color = float4(0.0f); out_reveal.rgb = out_reveal.aaa; diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl index 88a3c27ad5e..086bde48201 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl @@ -15,10 +15,13 @@ #define MODE_DIVIDE 5 #define MODE_HARDLIGHT_SECOND_PASS 999 -void blend_mode_output( - int blend_mode, float4 color, float opacity, out float4 frag_color, out float4 frag_revealage) +void blend_mode_output(int blending_mode, + float4 color, + float opacity, + out float4 frag_color, + out float4 frag_revealage) { - switch (blend_mode) { + switch (blending_mode) { case MODE_REGULAR: /* Reminder: Blending func is pre-multiply alpha blend * `(dst.rgba * (1 - src.a) + src.rgb)`. */ diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_depth_merge_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_depth_merge_frag.glsl index f45e4e21351..5a609eaafc4 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_depth_merge_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_depth_merge_frag.glsl @@ -8,8 +8,8 @@ FRAGMENT_SHADER_CREATE_INFO(gpencil_depth_merge) void main() { - float depth = textureLod(depthBuf, gl_FragCoord.xy / float2(textureSize(depthBuf, 0)), 0).r; - if (strokeOrder3d) { + float depth = textureLod(depth_buf, gl_FragCoord.xy / float2(textureSize(depth_buf, 0)), 0).r; + if (stroke_order3d) { gl_FragDepth = depth; } else { diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_depth_merge_vert.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_depth_merge_vert.glsl index f0d63b3b456..4623ea87859 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_depth_merge_vert.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_depth_merge_vert.glsl @@ -14,5 +14,5 @@ void main() float x = -1.0f + float((v & 1) << 2); float y = -1.0f + float((v & 2) << 1); gl_Position = drw_view().winmat * - (drw_view().viewmat * (gpModelMatrix * float4(x, y, 0.0f, 1.0f))); + (drw_view().viewmat * (gp_model_matrix * float4(x, y, 0.0f, 1.0f))); } diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl index 480c21daa5e..383bfbc49ef 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl @@ -42,7 +42,7 @@ float3 gpencil_lighting() /* Lambertian falloff */ if (type != GP_LIGHT_TYPE_AMBIENT) { L /= sqrt(L_len_sqr); - vis *= clamp(dot(gpNormal, L), 0.0f, 1.0f); + vis *= clamp(dot(gp_normal, L), 0.0f, 1.0f); } light_accum += vis * gp_lights[i]._color; } @@ -55,13 +55,13 @@ void main() float4 col; if (flag_test(gp_interp_flat.mat_flag, GP_STROKE_TEXTURE_USE)) { bool premul = flag_test(gp_interp_flat.mat_flag, GP_STROKE_TEXTURE_PREMUL); - col = texture_read_as_linearrgb(gpStrokeTexture, premul, gp_interp.uv); + col = texture_read_as_linearrgb(gp_stroke_tx, premul, gp_interp.uv); } else if (flag_test(gp_interp_flat.mat_flag, GP_FILL_TEXTURE_USE)) { bool use_clip = flag_test(gp_interp_flat.mat_flag, GP_FILL_TEXTURE_CLIP); float2 uvs = (use_clip) ? clamp(gp_interp.uv, 0.0f, 1.0f) : gp_interp.uv; bool premul = flag_test(gp_interp_flat.mat_flag, GP_FILL_TEXTURE_PREMUL); - col = texture_read_as_linearrgb(gpFillTexture, premul, uvs); + col = texture_read_as_linearrgb(gp_fill_tx, premul, uvs); } else if (flag_test(gp_interp_flat.mat_flag, GP_FILL_GRADIENT_USE)) { bool radial = flag_test(gp_interp_flat.mat_flag, GP_FILL_GRADIENT_RADIAL); @@ -76,22 +76,22 @@ void main() /* Composite all other colors on top of texture color. * Everything is pre-multiply by `col.a` to have the stencil effect. */ - fragColor = col * gp_interp.color_mul + col.a * gp_interp.color_add; + frag_color = col * gp_interp.color_mul + col.a * gp_interp.color_add; - fragColor.rgb *= gpencil_lighting(); + frag_color.rgb *= gpencil_lighting(); - fragColor *= gpencil_stroke_round_cap_mask(gp_interp_flat.sspos.xy, - gp_interp_flat.sspos.zw, - gp_interp_flat.aspect, - gp_interp_noperspective.thickness.x, - gp_interp_noperspective.hardness); + frag_color *= gpencil_stroke_round_cap_mask(gp_interp_flat.sspos.xy, + gp_interp_flat.sspos.zw, + gp_interp_flat.aspect, + gp_interp_noperspective.thickness.x, + gp_interp_noperspective.hardness); /* To avoid aliasing artifacts, we reduce the opacity of small strokes. */ - fragColor *= smoothstep(0.0f, 1.0f, gp_interp_noperspective.thickness.y); + frag_color *= smoothstep(0.0f, 1.0f, gp_interp_noperspective.thickness.y); /* Holdout materials. */ if (flag_test(gp_interp_flat.mat_flag, GP_STROKE_HOLDOUT | GP_FILL_HOLDOUT)) { - revealColor = fragColor.aaaa; + revealColor = frag_color.aaaa; } else { /* NOT holdout materials. @@ -99,19 +99,19 @@ void main() * Note that we are limited to mono-chromatic alpha blending here * because of the blend equation and the limit of 1 color target * when using custom color blending. */ - revealColor = float4(0.0f, 0.0f, 0.0f, fragColor.a); + revealColor = float4(0.0f, 0.0f, 0.0f, frag_color.a); - if (fragColor.a < 0.001f) { + if (frag_color.a < 0.001f) { discard; return; } } - float2 fb_size = max(float2(textureSize(gpSceneDepthTexture, 0).xy), - float2(textureSize(gpMaskTexture, 0).xy)); + float2 fb_size = max(float2(textureSize(gp_scene_depth_tx, 0).xy), + float2(textureSize(gp_mask_tx, 0).xy)); float2 uvs = gl_FragCoord.xy / fb_size; /* Manual depth test */ - float scene_depth = texture(gpSceneDepthTexture, uvs).r; + float scene_depth = texture(gp_scene_depth_tx, uvs).r; if (gl_FragCoord.z > scene_depth) { discard; return; @@ -119,7 +119,7 @@ void main() /* FIXME(fclem): Grrr. This is bad for performance but it's the easiest way to not get * depth written where the mask obliterate the layer. */ - float mask = texture(gpMaskTexture, uvs).r; + float mask = texture(gp_mask_tx, uvs).r; if (mask < 0.001f) { discard; return; diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_layer_blend_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_layer_blend_frag.glsl index 9f105aafbad..f1df5da6ec6 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_layer_blend_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_layer_blend_frag.glsl @@ -13,15 +13,15 @@ void main() float4 color; /* Remember, this is associated alpha (aka. pre-multiply). */ - color.rgb = textureLod(colorBuf, screen_uv, 0).rgb; + color.rgb = textureLod(color_buf, screen_uv, 0).rgb; /* Stroke only render mono-chromatic revealage. We convert to alpha. */ - color.a = 1.0f - textureLod(revealBuf, screen_uv, 0).r; + color.a = 1.0f - textureLod(reveal_buf, screen_uv, 0).r; - float mask = textureLod(maskBuf, screen_uv, 0).r; - mask *= blendOpacity; + float mask = textureLod(mask_buf, screen_uv, 0).r; + mask *= blend_opacity; - fragColor = float4(1.0f, 0.0f, 1.0f, 1.0f); + frag_color = float4(1.0f, 0.0f, 1.0f, 1.0f); fragRevealage = float4(1.0f, 0.0f, 1.0f, 1.0f); - blend_mode_output(blendMode, color, mask, fragColor, fragRevealage); + blend_mode_output(blend_mode, color, mask, frag_color, fragRevealage); } diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_mask_invert_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_mask_invert_frag.glsl index c24593a020b..33a12eadeda 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_mask_invert_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_mask_invert_frag.glsl @@ -9,5 +9,5 @@ FRAGMENT_SHADER_CREATE_INFO(gpencil_mask_invert) void main() { /* Blend mode does the inversion. */ - fragRevealage = fragColor = float4(1.0f); + fragRevealage = frag_color = float4(1.0f); } diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_vert.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_vert.glsl index 3e0e42d349b..7136f323554 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_vert.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_vert.glsl @@ -12,9 +12,9 @@ void gpencil_color_output(float4 stroke_col, float4 vert_col, float vert_strengt { /* Mix stroke with other colors. */ float4 mixed_col = stroke_col; - mixed_col.rgb = mix(mixed_col.rgb, vert_col.rgb, vert_col.a * gpVertexColorOpacity); - mixed_col.rgb = mix(mixed_col.rgb, gpLayerTint.rgb, gpLayerTint.a); - mixed_col.a *= vert_strength * gpLayerOpacity; + mixed_col.rgb = mix(mixed_col.rgb, vert_col.rgb, vert_col.a * gp_vertex_color_opacity); + mixed_col.rgb = mix(mixed_col.rgb, gp_layer_tint.rgb, gp_layer_tint.a); + mixed_col.a *= vert_strength * gp_layer_opacity; /** * This is what the fragment shader looks like. * out = col * gp_interp.color_mul + col.a * gp_interp.color_add. @@ -39,10 +39,10 @@ void main() float3 vert_N; int4 ma1 = floatBitsToInt(texelFetch(gp_pos_tx, gpencil_stroke_point_id() * 3 + 1)); - gpMaterial gp_mat = gp_materials[ma1.x + gpMaterialOffset]; + gpMaterial gp_mat = gp_materials[ma1.x + gp_material_offset]; gpMaterialFlag gp_flag = gpMaterialFlag(floatBitsToUint(gp_mat._flag)); - gl_Position = gpencil_vertex(float4(viewportSize, 1.0f / viewportSize), + gl_Position = gpencil_vertex(float4(viewport_size, 1.0f / viewport_size), gp_flag, gp_mat._alignment_rot, gp_interp.pos, @@ -70,7 +70,7 @@ void main() gp_interp_flat.mat_flag = gp_flag & ~GP_FILL_FLAGS; - if (gpStrokeOrder3d) { + if (gp_stroke_order3d) { /* Use the fragment depth (see fragment shader). */ gp_interp_flat.depth = -1.0f; } @@ -78,7 +78,7 @@ void main() /* Use the index of the point as depth. * This means the stroke can overlap itself. */ float point_index = float(ma1.z); - gp_interp_flat.depth = (point_index + gpStrokeIndexOffset + 2.0f) * 0.0000002f; + gp_interp_flat.depth = (point_index + gp_stroke_index_offset + 2.0f) * 0.0000002f; } else { /* Use the index of first point of the stroke as depth. @@ -87,7 +87,7 @@ void main() * We offset by one so that the fill can be overlapped by its stroke. * The offset is ok since we pad the strokes data because of adjacency infos. */ float stroke_index = float(ma1.y); - gp_interp_flat.depth = (stroke_index + gpStrokeIndexOffset + 2.0f) * 0.0000002f; + gp_interp_flat.depth = (stroke_index + gp_stroke_index_offset + 2.0f) * 0.0000002f; } } else { @@ -123,19 +123,19 @@ void main() gpencil_color_output(fill_col, fcol_decode, 1.0f, gp_mat._fill_texture_mix); gp_interp_flat.mat_flag = gp_flag & GP_FILL_FLAGS; - gp_interp_flat.mat_flag |= uint(ma1.x + gpMaterialOffset) << GPENCIl_MATID_SHIFT; + gp_interp_flat.mat_flag |= uint(ma1.x + gp_material_offset) << GPENCIl_MATID_SHIFT; gp_interp.uv = float2x2(gp_mat.fill_uv_rot_scale.xy, gp_mat.fill_uv_rot_scale.zw) * uv1.xy + gp_mat._fill_uv_offset; - if (gpStrokeOrder3d) { + if (gp_stroke_order3d) { /* Use the fragment depth (see fragment shader). */ gp_interp_flat.depth = -1.0f; } else { /* Use the index of first point of the stroke as depth. */ float stroke_index = float(ma1.y); - gp_interp_flat.depth = (stroke_index + gpStrokeIndexOffset + 1.0f) * 0.0000002f; + gp_interp_flat.depth = (stroke_index + gp_stroke_index_offset + 1.0f) * 0.0000002f; } } } diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl index b43bc9ea26f..174c9206d8a 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl @@ -17,16 +17,16 @@ float gaussian_weight(float x) void main() { - if (isFirstPass) { + if (is_first_pass) { /* Blend mode is multiply. */ - fragColor.rgb = fragRevealage.rgb = texture(revealBuf, screen_uv).rgb; - fragColor.a = fragRevealage.a = 1.0f; + frag_color.rgb = fragRevealage.rgb = texture(reveal_buf, screen_uv).rgb; + frag_color.a = fragRevealage.a = 1.0f; } else { /* Blend mode is additive. */ fragRevealage = float4(0.0f); - fragColor.rgb = texture(colorBuf, screen_uv).rgb; - fragColor.a = 0.0f; + frag_color.rgb = texture(color_buf, screen_uv).rgb; + frag_color.a = 0.0f; } } @@ -45,28 +45,28 @@ void main() void main() { - fragColor = texture(colorBuf, screen_uv); - fragRevealage = texture(revealBuf, screen_uv); + frag_color = texture(color_buf, screen_uv); + fragRevealage = texture(reveal_buf, screen_uv); - float luma = dot(fragColor.rgb, float3(0.2126f, 0.7152f, 0.723f)); + float luma = dot(frag_color.rgb, float3(0.2126f, 0.7152f, 0.723f)); /* No blending. */ switch (mode) { case MODE_GRAYSCALE: - fragColor.rgb = mix(fragColor.rgb, float3(luma), factor); + frag_color.rgb = mix(frag_color.rgb, float3(luma), factor); break; case MODE_SEPIA: - fragColor.rgb = mix(fragColor.rgb, sepia_mat * fragColor.rgb, factor); + frag_color.rgb = mix(frag_color.rgb, sepia_mat * frag_color.rgb, factor); break; case MODE_DUOTONE: - fragColor.rgb = luma * ((luma <= factor) ? lowColor : highColor); + frag_color.rgb = luma * ((luma <= factor) ? low_color : high_color); break; case MODE_CUSTOM: - fragColor.rgb = mix(fragColor.rgb, luma * lowColor, factor); + frag_color.rgb = mix(frag_color.rgb, luma * low_color, factor); break; case MODE_TRANSPARENT: default: - fragColor.rgb *= factor; + frag_color.rgb *= factor; fragRevealage.rgb = mix(float3(1.0f), fragRevealage.rgb, factor); break; } @@ -76,24 +76,24 @@ void main() void main() { - float2 pixel_size = 1.0f / float2(textureSize(revealBuf, 0).xy); + float2 pixel_size = 1.0f / float2(textureSize(reveal_buf, 0).xy); float2 ofs = offset * pixel_size; - fragColor = float4(0.0f); + frag_color = float4(0.0f); fragRevealage = float4(0.0f); /* No blending. */ float weight_accum = 0.0f; - for (int i = -sampCount; i <= sampCount; i++) { - float x = float(i) / float(sampCount); + for (int i = -samp_count; i <= samp_count; i++) { + float x = float(i) / float(samp_count); float weight = gaussian_weight(x); weight_accum += weight; float2 uv = screen_uv + ofs * x; - fragColor.rgb += texture(colorBuf, uv).rgb * weight; - fragRevealage.rgb += texture(revealBuf, uv).rgb * weight; + frag_color.rgb += texture(color_buf, uv).rgb * weight; + fragRevealage.rgb += texture(reveal_buf, uv).rgb * weight; } - fragColor /= weight_accum; + frag_color /= weight_accum; fragRevealage /= weight_accum; } @@ -101,46 +101,46 @@ void main() void main() { - float2 uv = (screen_uv - 0.5f) * axisFlip + 0.5f; + float2 uv = (screen_uv - 0.5f) * axis_flip + 0.5f; /* Wave deform. */ - float wave_time = dot(uv, waveDir.xy); - uv += sin(wave_time + wavePhase) * waveOffset; + float wave_time = dot(uv, wave_dir.xy); + uv += sin(wave_time + wave_phase) * wave_offset; /* Swirl deform. */ - if (swirlRadius > 0.0f) { - float2 tex_size = float2(textureSize(colorBuf, 0).xy); - float2 pix_coord = uv * tex_size - swirlCenter; + if (swirl_radius > 0.0f) { + float2 tex_size = float2(textureSize(color_buf, 0).xy); + float2 pix_coord = uv * tex_size - swirl_center; float dist = length(pix_coord); - float percent = clamp((swirlRadius - dist) / swirlRadius, 0.0f, 1.0f); - float theta = percent * percent * swirlAngle; + float percent = clamp((swirl_radius - dist) / swirl_radius, 0.0f, 1.0f); + float theta = percent * percent * swirl_angle; float s = sin(theta); float c = cos(theta); float2x2 rot = float2x2(float2(c, -s), float2(s, c)); - uv = (rot * pix_coord + swirlCenter) / tex_size; + uv = (rot * pix_coord + swirl_center) / tex_size; } - fragColor = texture(colorBuf, uv); - fragRevealage = texture(revealBuf, uv); + frag_color = texture(color_buf, uv); + fragRevealage = texture(reveal_buf, uv); } #elif defined(GLOW) void main() { - float2 pixel_size = 1.0f / float2(textureSize(revealBuf, 0).xy); + float2 pixel_size = 1.0f / float2(textureSize(reveal_buf, 0).xy); float2 ofs = offset * pixel_size; - fragColor = float4(0.0f); + frag_color = float4(0.0f); fragRevealage = float4(0.0f); float weight_accum = 0.0f; - for (int i = -sampCount; i <= sampCount; i++) { - float x = float(i) / float(sampCount); + for (int i = -samp_count; i <= samp_count; i++) { + float x = float(i) / float(samp_count); float weight = gaussian_weight(x); weight_accum += weight; float2 uv = screen_uv + ofs * x; - float3 col = texture(colorBuf, uv).rgb; - float3 rev = texture(revealBuf, uv).rgb; + float3 col = texture(color_buf, uv).rgb; + float3 rev = texture(reveal_buf, uv).rgb; if (threshold.x > -1.0f) { if (threshold.y > -1.0f) { if (any(greaterThan(abs(col - float3(threshold)), float3(threshold.w)))) { @@ -153,33 +153,33 @@ void main() } } } - fragColor.rgb += col * weight; + frag_color.rgb += col * weight; fragRevealage.rgb += (1.0f - rev) * weight; } if (weight_accum > 0.0f) { - fragColor *= glowColor.rgbb / weight_accum; + frag_color *= glow_color.rgbb / weight_accum; fragRevealage = fragRevealage / weight_accum; } fragRevealage = 1.0f - fragRevealage; - if (glowUnder) { - if (firstPass) { + if (glow_under) { + if (first_pass) { /* In first pass we copy the revealage buffer in the alpha channel. * This let us do the alpha under in second pass. */ - float3 original_revealage = texture(revealBuf, screen_uv).rgb; + float3 original_revealage = texture(reveal_buf, screen_uv).rgb; fragRevealage.a = clamp(dot(original_revealage.rgb, float3(0.333334f)), 0.0f, 1.0f); } else { /* Recover original revealage. */ - fragRevealage.a = texture(revealBuf, screen_uv).a; + fragRevealage.a = texture(reveal_buf, screen_uv).a; } } - if (!firstPass) { - fragColor.a = clamp(1.0f - dot(fragRevealage.rgb, float3(0.333334f)), 0.0f, 1.0f); - fragRevealage.a *= glowColor.a; - blend_mode_output(blendMode, fragColor, fragRevealage.a, fragColor, fragRevealage); + if (!first_pass) { + frag_color.a = clamp(1.0f - dot(fragRevealage.rgb, float3(0.333334f)), 0.0f, 1.0f); + fragRevealage.a *= glow_color.a; + blend_mode_output(blend_mode, frag_color, fragRevealage.a, frag_color, fragRevealage); } } @@ -190,12 +190,12 @@ void main() /* Blur revealage buffer. */ fragRevealage = float4(0.0f); float weight_accum = 0.0f; - for (int i = -sampCount; i <= sampCount; i++) { - float x = float(i) / float(sampCount); + for (int i = -samp_count; i <= samp_count; i++) { + float x = float(i) / float(samp_count); float weight = gaussian_weight(x); weight_accum += weight; - float2 uv = screen_uv + blurDir * x + uvOffset; - float3 col = texture(revealBuf, uv).rgb; + float2 uv = screen_uv + blur_dir * x + uv_offset; + float3 col = texture(reveal_buf, uv).rgb; if (any(not(equal(float2(0.0f), floor(uv))))) { col = float3(0.0f); } @@ -203,26 +203,26 @@ void main() } fragRevealage /= weight_accum; - if (isFirstPass) { + if (is_first_pass) { /* In first pass we copy the reveal buffer. This let us do alpha masking in second pass. */ - fragColor = texture(revealBuf, screen_uv); + frag_color = texture(reveal_buf, screen_uv); /* Also add the masked color to the reveal buffer. */ - float3 col = texture(colorBuf, screen_uv).rgb; - if (all(lessThan(abs(col - maskColor), float3(0.05f)))) { - fragColor = float4(1.0f); + float3 col = texture(color_buf, screen_uv).rgb; + if (all(lessThan(abs(col - mask_color), float3(0.05f)))) { + frag_color = float4(1.0f); } } else { /* Pre-multiply by foreground alpha (alpha mask). */ float mask = 1.0f - - clamp(dot(float3(0.333334f), texture(colorBuf, screen_uv).rgb), 0.0f, 1.0f); + clamp(dot(float3(0.333334f), texture(color_buf, screen_uv).rgb), 0.0f, 1.0f); /* fragRevealage is blurred shadow. */ float rim = clamp(dot(float3(0.333334f), fragRevealage.rgb), 0.0f, 1.0f); - float4 color = float4(rimColor, 1.0f); + float4 color = float4(rim_color, 1.0f); - blend_mode_output(blendMode, color, rim * mask, fragColor, fragRevealage); + blend_mode_output(blend_mode, color, rim * mask, frag_color, fragRevealage); } } @@ -232,11 +232,11 @@ float2 compute_uvs(float x) { float2 uv = screen_uv; /* Transform UV (loc, rot, scale) */ - uv = uv.x * uvRotX + uv.y * uvRotY + uvOffset; - uv += blurDir * x; + uv = uv.x * uv_rot_x + uv.y * uv_rot_y + uv_offset; + uv += blur_dir * x; /* Wave deform. */ - float wave_time = dot(uv, waveDir.xy); - uv += sin(wave_time + wavePhase) * waveOffset; + float wave_time = dot(uv, wave_dir.xy); + uv += sin(wave_time + wave_phase) * wave_offset; return uv; } @@ -245,12 +245,12 @@ void main() /* Blur revealage buffer. */ fragRevealage = float4(0.0f); float weight_accum = 0.0f; - for (int i = -sampCount; i <= sampCount; i++) { - float x = float(i) / float(sampCount); + for (int i = -samp_count; i <= samp_count; i++) { + float x = float(i) / float(samp_count); float weight = gaussian_weight(x); weight_accum += weight; float2 uv = compute_uvs(x); - float3 col = texture(revealBuf, uv).rgb; + float3 col = texture(reveal_buf, uv).rgb; if (any(not(equal(float2(0.0f), floor(uv))))) { col = float3(1.0f); } @@ -259,22 +259,22 @@ void main() fragRevealage /= weight_accum; /* No blending in first pass, alpha over pre-multiply in second pass. */ - if (isFirstPass) { + if (is_first_pass) { /* In first pass we copy the reveal buffer. This let us do alpha under in second pass. */ - fragColor = texture(revealBuf, screen_uv); + frag_color = texture(reveal_buf, screen_uv); } else { /* fragRevealage is blurred shadow. */ float shadow_fac = 1.0f - clamp(dot(float3(0.333334f), fragRevealage.rgb), 0.0f, 1.0f); /* Pre-multiply by foreground revealage (alpha under). */ - float3 original_revealage = texture(colorBuf, screen_uv).rgb; + float3 original_revealage = texture(color_buf, screen_uv).rgb; shadow_fac *= clamp(dot(float3(0.333334f), original_revealage), 0.0f, 1.0f); /* Modulate by opacity */ - shadow_fac *= shadowColor.a; + shadow_fac *= shadow_color.a; /* Apply shadow color. */ - fragColor.rgb = mix(float3(0.0f), shadowColor.rgb, shadow_fac); + frag_color.rgb = mix(float3(0.0f), shadow_color.rgb, shadow_fac); /* Alpha over (mask behind the shadow). */ - fragColor.a = shadow_fac; + frag_color.a = shadow_fac; fragRevealage.rgb = original_revealage * (1.0f - shadow_fac); /* Replace the whole revealage buffer. */ @@ -286,21 +286,21 @@ void main() void main() { - float2 pixel = floor((screen_uv - targetPixelOffset) / targetPixelSize); - float2 uv = (pixel + 0.5f) * targetPixelSize + targetPixelOffset; + float2 pixel = floor((screen_uv - target_pixel_offset) / target_pixel_size); + float2 uv = (pixel + 0.5f) * target_pixel_size + target_pixel_offset; - fragColor = float4(0.0f); + frag_color = float4(0.0f); fragRevealage = float4(0.0f); - for (int i = -sampCount; i <= sampCount; i++) { - float x = float(i) / float(sampCount + 1); - float2 uv_ofs = uv + accumOffset * 0.5f * x; - fragColor += texture(colorBuf, uv_ofs); - fragRevealage += texture(revealBuf, uv_ofs); + for (int i = -samp_count; i <= samp_count; i++) { + float x = float(i) / float(samp_count + 1); + float2 uv_ofs = uv + accum_offset * 0.5f * x; + frag_color += texture(color_buf, uv_ofs); + fragRevealage += texture(reveal_buf, uv_ofs); } - fragColor /= float(sampCount) * 2.0f + 1.0f; - fragRevealage /= float(sampCount) * 2.0f + 1.0f; + frag_color /= float(samp_count) * 2.0f + 1.0f; + fragRevealage /= float(samp_count) * 2.0f + 1.0f; } #endif diff --git a/source/blender/draw/engines/gpencil/shaders/infos/gpencil_info.hh b/source/blender/draw/engines/gpencil/shaders/infos/gpencil_info.hh index 9a55187c65d..fc55245e835 100644 --- a/source/blender/draw/engines/gpencil/shaders/infos/gpencil_info.hh +++ b/source/blender/draw/engines/gpencil/shaders/infos/gpencil_info.hh @@ -19,7 +19,7 @@ # define SMAA_STAGE 1 # define SMAA_PRESET_HIGH # define SMAA_NO_DISCARD -# define SMAA_RT_METRICS viewportMetrics +# define SMAA_RT_METRICS viewport_metrics # define SMAA_LUMA_WEIGHT float4(1.0f, 1.0f, 1.0f, 1.0f) #endif @@ -52,23 +52,23 @@ GPU_SHADER_CREATE_INFO(gpencil_geometry) DO_STATIC_COMPILATION() DEFINE("GP_LIGHT") TYPEDEF_SOURCE("gpencil_defines.hh") -SAMPLER(2, FLOAT_2D, gpFillTexture) -SAMPLER(3, FLOAT_2D, gpStrokeTexture) -SAMPLER(4, DEPTH_2D, gpSceneDepthTexture) -SAMPLER(5, FLOAT_2D, gpMaskTexture) +SAMPLER(2, FLOAT_2D, gp_fill_tx) +SAMPLER(3, FLOAT_2D, gp_stroke_tx) +SAMPLER(4, DEPTH_2D, gp_scene_depth_tx) +SAMPLER(5, FLOAT_2D, gp_mask_tx) UNIFORM_BUF_FREQ(4, gpMaterial, gp_materials[GPENCIL_MATERIAL_BUFFER_LEN], BATCH) UNIFORM_BUF_FREQ(3, gpLight, gp_lights[GPENCIL_LIGHT_BUFFER_LEN], BATCH) -PUSH_CONSTANT(float2, viewportSize) +PUSH_CONSTANT(float2, viewport_size) /* Per Object */ -PUSH_CONSTANT(float3, gpNormal) -PUSH_CONSTANT(bool, gpStrokeOrder3d) -PUSH_CONSTANT(int, gpMaterialOffset) +PUSH_CONSTANT(float3, gp_normal) +PUSH_CONSTANT(bool, gp_stroke_order3d) +PUSH_CONSTANT(int, gp_material_offset) /* Per Layer */ -PUSH_CONSTANT(float, gpVertexColorOpacity) -PUSH_CONSTANT(float4, gpLayerTint) -PUSH_CONSTANT(float, gpLayerOpacity) -PUSH_CONSTANT(float, gpStrokeIndexOffset) -FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float, gp_vertex_color_opacity) +PUSH_CONSTANT(float4, gp_layer_tint) +PUSH_CONSTANT(float, gp_layer_opacity) +PUSH_CONSTANT(float, gp_stroke_index_offset) +FRAGMENT_OUT(0, float4, frag_color) FRAGMENT_OUT(1, float4, revealColor) VERTEX_OUT(gpencil_geometry_iface) VERTEX_OUT(gpencil_geometry_flat_iface) @@ -89,14 +89,14 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_layer_blend) DO_STATIC_COMPILATION() -SAMPLER(0, FLOAT_2D, colorBuf) -SAMPLER(1, FLOAT_2D, revealBuf) -SAMPLER(2, FLOAT_2D, maskBuf) -PUSH_CONSTANT(int, blendMode) -PUSH_CONSTANT(float, blendOpacity) +SAMPLER(0, FLOAT_2D, color_buf) +SAMPLER(1, FLOAT_2D, reveal_buf) +SAMPLER(2, FLOAT_2D, mask_buf) +PUSH_CONSTANT(int, blend_mode) +PUSH_CONSTANT(float, blend_opacity) /* Reminder: This is considered SRC color in blend equations. * Same operation on all buffers. */ -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) FRAGMENT_OUT(1, float4, fragRevealage) FRAGMENT_SOURCE("gpencil_layer_blend_frag.glsl") ADDITIONAL_INFO(gpu_fullscreen) @@ -104,7 +104,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_mask_invert) DO_STATIC_COMPILATION() -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) FRAGMENT_OUT(1, float4, fragRevealage) FRAGMENT_SOURCE("gpencil_mask_invert_frag.glsl") ADDITIONAL_INFO(gpu_fullscreen) @@ -112,9 +112,9 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_depth_merge) DO_STATIC_COMPILATION() -PUSH_CONSTANT(float4x4, gpModelMatrix) -PUSH_CONSTANT(bool, strokeOrder3d) -SAMPLER(0, DEPTH_2D, depthBuf) +PUSH_CONSTANT(float4x4, gp_model_matrix) +PUSH_CONSTANT(bool, stroke_order3d) +SAMPLER(0, DEPTH_2D, depth_buf) VERTEX_SOURCE("gpencil_depth_merge_vert.glsl") FRAGMENT_SOURCE("gpencil_depth_merge_frag.glsl") DEPTH_WRITE(DepthWrite::ANY) @@ -135,21 +135,21 @@ GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(gpencil_antialiasing) DEFINE("SMAA_GLSL_3") -DEFINE_VALUE("SMAA_RT_METRICS", "viewportMetrics") +DEFINE_VALUE("SMAA_RT_METRICS", "viewport_metrics") DEFINE("SMAA_PRESET_HIGH") -DEFINE_VALUE("SMAA_LUMA_WEIGHT", "float4(lumaWeight, lumaWeight, lumaWeight, 0.0f)") +DEFINE_VALUE("SMAA_LUMA_WEIGHT", "float4(luma_weight, luma_weight, luma_weight, 0.0f)") DEFINE("SMAA_NO_DISCARD") VERTEX_OUT(gpencil_antialiasing_iface) -PUSH_CONSTANT(float4, viewportMetrics) -PUSH_CONSTANT(float, lumaWeight) +PUSH_CONSTANT(float4, viewport_metrics) +PUSH_CONSTANT(float, luma_weight) VERTEX_SOURCE("gpencil_antialiasing_vert.glsl") FRAGMENT_SOURCE("gpencil_antialiasing_frag.glsl") GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_antialiasing_stage_0) DEFINE_VALUE("SMAA_STAGE", "0") -SAMPLER(0, FLOAT_2D, colorTex) -SAMPLER(1, FLOAT_2D, revealTex) +SAMPLER(0, FLOAT_2D, color_tx) +SAMPLER(1, FLOAT_2D, reveal_tx) FRAGMENT_OUT(0, float2, out_edges) ADDITIONAL_INFO(gpencil_antialiasing) DO_STATIC_COMPILATION() @@ -157,9 +157,9 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_antialiasing_stage_1) DEFINE_VALUE("SMAA_STAGE", "1") -SAMPLER(0, FLOAT_2D, edgesTex) -SAMPLER(1, FLOAT_2D, areaTex) -SAMPLER(2, FLOAT_2D, searchTex) +SAMPLER(0, FLOAT_2D, edges_tx) +SAMPLER(1, FLOAT_2D, area_tx) +SAMPLER(2, FLOAT_2D, search_tx) FRAGMENT_OUT(0, float4, out_weights) ADDITIONAL_INFO(gpencil_antialiasing) DO_STATIC_COMPILATION() @@ -167,14 +167,14 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_antialiasing_stage_2) DEFINE_VALUE("SMAA_STAGE", "2") -SAMPLER(0, FLOAT_2D, colorTex) -SAMPLER(1, FLOAT_2D, revealTex) -SAMPLER(2, FLOAT_2D, blendTex) -PUSH_CONSTANT(float, mixFactor) -PUSH_CONSTANT(float, taaAccumulatedWeight) -PUSH_CONSTANT(bool, doAntiAliasing) -PUSH_CONSTANT(bool, onlyAlpha) -/* Reminder: Blending func is `fragRevealage * DST + fragColor`. */ +SAMPLER(0, FLOAT_2D, color_tx) +SAMPLER(1, FLOAT_2D, reveal_tx) +SAMPLER(2, FLOAT_2D, blend_tx) +PUSH_CONSTANT(float, mix_factor) +PUSH_CONSTANT(float, taa_accumulated_weight) +PUSH_CONSTANT(bool, do_anti_aliasing) +PUSH_CONSTANT(bool, only_alpha) +/* Reminder: Blending func is `fragRevealage * DST + frag_color`. */ FRAGMENT_OUT_DUAL(0, float4, out_color, SRC_0) FRAGMENT_OUT_DUAL(0, float4, out_reveal, SRC_1) ADDITIONAL_INFO(gpencil_antialiasing) diff --git a/source/blender/draw/engines/gpencil/shaders/infos/gpencil_vfx_info.hh b/source/blender/draw/engines/gpencil/shaders/infos/gpencil_vfx_info.hh index 5a7ea87fdd3..01fdbeae9aa 100644 --- a/source/blender/draw/engines/gpencil/shaders/infos/gpencil_vfx_info.hh +++ b/source/blender/draw/engines/gpencil/shaders/infos/gpencil_vfx_info.hh @@ -18,11 +18,11 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(gpencil_fx_common) -SAMPLER(0, FLOAT_2D, colorBuf) -SAMPLER(1, FLOAT_2D, revealBuf) +SAMPLER(0, FLOAT_2D, color_buf) +SAMPLER(1, FLOAT_2D, reveal_buf) /* Reminder: This is considered SRC color in blend equations. * Same operation on all buffers. */ -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) FRAGMENT_OUT(1, float4, fragRevealage) FRAGMENT_SOURCE("gpencil_vfx_frag.glsl") GPU_SHADER_CREATE_END() @@ -30,7 +30,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_fx_composite) DO_STATIC_COMPILATION() DEFINE("COMPOSITE") -PUSH_CONSTANT(bool, isFirstPass) +PUSH_CONSTANT(bool, is_first_pass) ADDITIONAL_INFO(gpencil_fx_common) ADDITIONAL_INFO(gpu_fullscreen) GPU_SHADER_CREATE_END() @@ -38,8 +38,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_fx_colorize) DO_STATIC_COMPILATION() DEFINE("COLORIZE") -PUSH_CONSTANT(float3, lowColor) -PUSH_CONSTANT(float3, highColor) +PUSH_CONSTANT(float3, low_color) +PUSH_CONSTANT(float3, high_color) PUSH_CONSTANT(float, factor) PUSH_CONSTANT(int, mode) ADDITIONAL_INFO(gpencil_fx_common) @@ -50,7 +50,7 @@ GPU_SHADER_CREATE_INFO(gpencil_fx_blur) DO_STATIC_COMPILATION() DEFINE("BLUR") PUSH_CONSTANT(float2, offset) -PUSH_CONSTANT(int, sampCount) +PUSH_CONSTANT(int, samp_count) ADDITIONAL_INFO(gpencil_fx_common) ADDITIONAL_INFO(gpu_fullscreen) GPU_SHADER_CREATE_END() @@ -58,13 +58,13 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_fx_transform) DO_STATIC_COMPILATION() DEFINE("TRANSFORM") -PUSH_CONSTANT(float2, axisFlip) -PUSH_CONSTANT(float2, waveDir) -PUSH_CONSTANT(float2, waveOffset) -PUSH_CONSTANT(float, wavePhase) -PUSH_CONSTANT(float2, swirlCenter) -PUSH_CONSTANT(float, swirlAngle) -PUSH_CONSTANT(float, swirlRadius) +PUSH_CONSTANT(float2, axis_flip) +PUSH_CONSTANT(float2, wave_dir) +PUSH_CONSTANT(float2, wave_offset) +PUSH_CONSTANT(float, wave_phase) +PUSH_CONSTANT(float2, swirl_center) +PUSH_CONSTANT(float, swirl_angle) +PUSH_CONSTANT(float, swirl_radius) ADDITIONAL_INFO(gpencil_fx_common) ADDITIONAL_INFO(gpu_fullscreen) GPU_SHADER_CREATE_END() @@ -72,13 +72,13 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_fx_glow) DO_STATIC_COMPILATION() DEFINE("GLOW") -PUSH_CONSTANT(float4, glowColor) +PUSH_CONSTANT(float4, glow_color) PUSH_CONSTANT(float2, offset) -PUSH_CONSTANT(int, sampCount) +PUSH_CONSTANT(int, samp_count) PUSH_CONSTANT(float4, threshold) -PUSH_CONSTANT(bool, firstPass) -PUSH_CONSTANT(bool, glowUnder) -PUSH_CONSTANT(int, blendMode) +PUSH_CONSTANT(bool, first_pass) +PUSH_CONSTANT(bool, glow_under) +PUSH_CONSTANT(int, blend_mode) ADDITIONAL_INFO(gpencil_fx_common) ADDITIONAL_INFO(gpu_fullscreen) GPU_SHADER_CREATE_END() @@ -86,13 +86,13 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_fx_rim) DO_STATIC_COMPILATION() DEFINE("RIM") -PUSH_CONSTANT(float2, blurDir) -PUSH_CONSTANT(float2, uvOffset) -PUSH_CONSTANT(float3, rimColor) -PUSH_CONSTANT(float3, maskColor) -PUSH_CONSTANT(int, sampCount) -PUSH_CONSTANT(int, blendMode) -PUSH_CONSTANT(bool, isFirstPass) +PUSH_CONSTANT(float2, blur_dir) +PUSH_CONSTANT(float2, uv_offset) +PUSH_CONSTANT(float3, rim_color) +PUSH_CONSTANT(float3, mask_color) +PUSH_CONSTANT(int, samp_count) +PUSH_CONSTANT(int, blend_mode) +PUSH_CONSTANT(bool, is_first_pass) ADDITIONAL_INFO(gpencil_fx_common) ADDITIONAL_INFO(gpu_fullscreen) GPU_SHADER_CREATE_END() @@ -100,16 +100,16 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_fx_shadow) DO_STATIC_COMPILATION() DEFINE("SHADOW") -PUSH_CONSTANT(float4, shadowColor) -PUSH_CONSTANT(float2, uvRotX) -PUSH_CONSTANT(float2, uvRotY) -PUSH_CONSTANT(float2, uvOffset) -PUSH_CONSTANT(float2, blurDir) -PUSH_CONSTANT(float2, waveDir) -PUSH_CONSTANT(float2, waveOffset) -PUSH_CONSTANT(float, wavePhase) -PUSH_CONSTANT(int, sampCount) -PUSH_CONSTANT(bool, isFirstPass) +PUSH_CONSTANT(float4, shadow_color) +PUSH_CONSTANT(float2, uv_rot_x) +PUSH_CONSTANT(float2, uv_rot_y) +PUSH_CONSTANT(float2, uv_offset) +PUSH_CONSTANT(float2, blur_dir) +PUSH_CONSTANT(float2, wave_dir) +PUSH_CONSTANT(float2, wave_offset) +PUSH_CONSTANT(float, wave_phase) +PUSH_CONSTANT(int, samp_count) +PUSH_CONSTANT(bool, is_first_pass) ADDITIONAL_INFO(gpencil_fx_common) ADDITIONAL_INFO(gpu_fullscreen) GPU_SHADER_CREATE_END() @@ -117,10 +117,10 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_fx_pixelize) DO_STATIC_COMPILATION() DEFINE("PIXELIZE") -PUSH_CONSTANT(float2, targetPixelSize) -PUSH_CONSTANT(float2, targetPixelOffset) -PUSH_CONSTANT(float2, accumOffset) -PUSH_CONSTANT(int, sampCount) +PUSH_CONSTANT(float2, target_pixel_size) +PUSH_CONSTANT(float2, target_pixel_offset) +PUSH_CONSTANT(float2, accum_offset) +PUSH_CONSTANT(int, samp_count) ADDITIONAL_INFO(gpencil_fx_common) ADDITIONAL_INFO(gpu_fullscreen) GPU_SHADER_CREATE_END() diff --git a/source/blender/draw/engines/overlay/overlay_antialiasing.hh b/source/blender/draw/engines/overlay/overlay_antialiasing.hh index 33d6dabdd1e..b357d8f8a1c 100644 --- a/source/blender/draw/engines/overlay/overlay_antialiasing.hh +++ b/source/blender/draw/engines/overlay/overlay_antialiasing.hh @@ -72,10 +72,10 @@ class AntiAliasing : Overlay { pass.shader_set(res.shaders->anti_aliasing.get()); pass.bind_ubo(OVERLAY_GLOBALS_SLOT, &res.globals_buf); pass.bind_ubo(DRW_CLIPPING_UBO_SLOT, &res.clip_planes_buf); - pass.bind_texture("depthTex", &res.depth_tx); - pass.bind_texture("colorTex", &res.overlay_tx); - pass.bind_texture("lineTex", &res.line_tx); - pass.push_constant("doSmoothLines", do_smooth_lines); + pass.bind_texture("depth_tx", &res.depth_tx); + pass.bind_texture("color_tx", &res.overlay_tx); + pass.bind_texture("line_tx", &res.line_tx); + pass.push_constant("do_smooth_lines", do_smooth_lines); pass.draw_procedural(GPU_PRIM_TRIS, 1, 3); } } diff --git a/source/blender/draw/engines/overlay/overlay_armature.hh b/source/blender/draw/engines/overlay/overlay_armature.hh index 23790340a15..27fdc0af4f6 100644 --- a/source/blender/draw/engines/overlay/overlay_armature.hh +++ b/source/blender/draw/engines/overlay/overlay_armature.hh @@ -178,7 +178,7 @@ class Armatures : Overlay { sub.state_set(transparent_state | DRW_STATE_CULL_FRONT, state.clipping_plane_count); sub.shader_set(res.shaders->armature_envelope_fill.get()); sub.push_constant("alpha", 1.0f); - sub.push_constant("isDistance", true); + sub.push_constant("is_distance", true); opaque_.envelope_distance = ⊂ } if (use_wire_alpha) { @@ -186,7 +186,7 @@ class Armatures : Overlay { sub.state_set(transparent_state | DRW_STATE_CULL_FRONT, state.clipping_plane_count); sub.shader_set(res.shaders->armature_envelope_fill.get()); sub.push_constant("alpha", wire_alpha); - sub.push_constant("isDistance", true); + sub.push_constant("is_distance", true); transparent_.envelope_distance = ⊂ } else { @@ -278,7 +278,7 @@ class Armatures : Overlay { auto &sub = armature_ps_.sub("transparent.shape_outline"); sub.state_set(default_state | DRW_STATE_BLEND_ALPHA, state.clipping_plane_count); sub.shader_set(res.shaders->armature_shape_outline.get()); - sub.bind_texture("depthTex", depth_tex); + sub.bind_texture("depth_tx", depth_tex); sub.push_constant("alpha", wire_alpha * 0.6f); sub.push_constant("do_smooth_wire", do_smooth_wire); transparent_.shape_outline = ⊂ @@ -300,7 +300,7 @@ class Armatures : Overlay { auto &sub = armature_ps_.sub("transparent.shape_wire"); sub.state_set(default_state | DRW_STATE_BLEND_ALPHA, state.clipping_plane_count); sub.shader_set(res.shaders->armature_shape_wire.get()); - sub.bind_texture("depthTex", depth_tex); + sub.bind_texture("depth_tx", depth_tex); sub.push_constant("alpha", wire_alpha * 0.6f); sub.push_constant("do_smooth_wire", do_smooth_wire); sub.push_constant("use_arrow_drawing", false); @@ -323,7 +323,7 @@ class Armatures : Overlay { auto &sub = armature_ps_.sub("transparent.shape_wire_strip"); sub.state_set(default_state | DRW_STATE_BLEND_ALPHA, state.clipping_plane_count); sub.shader_set(res.shaders->armature_shape_wire_strip.get()); - sub.bind_texture("depthTex", depth_tex); + sub.bind_texture("depth_tx", depth_tex); sub.push_constant("alpha", wire_alpha * 0.6f); sub.push_constant("do_smooth_wire", do_smooth_wire); sub.push_constant("use_arrow_drawing", false); @@ -376,7 +376,7 @@ class Armatures : Overlay { auto &sub = armature_ps_.sub("opaque.envelope_fill"); sub.state_set(default_state | DRW_STATE_CULL_BACK, state.clipping_plane_count); sub.shader_set(res.shaders->armature_envelope_fill.get()); - sub.push_constant("isDistance", false); + sub.push_constant("is_distance", false); sub.push_constant("alpha", 1.0f); opaque_.envelope_fill = ⊂ } diff --git a/source/blender/draw/engines/overlay/overlay_background.hh b/source/blender/draw/engines/overlay/overlay_background.hh index f45dedbef9d..f303f1cc05b 100644 --- a/source/blender/draw/engines/overlay/overlay_background.hh +++ b/source/blender/draw/engines/overlay/overlay_background.hh @@ -92,10 +92,10 @@ class Background : Overlay { bg_ps_.shader_set(res.shaders->background_fill.get()); bg_ps_.bind_ubo(OVERLAY_GLOBALS_SLOT, &res.globals_buf); bg_ps_.bind_ubo(DRW_CLIPPING_UBO_SLOT, &res.clip_planes_buf); - bg_ps_.bind_texture("colorBuffer", &res.color_render_tx); - bg_ps_.bind_texture("depthBuffer", &res.depth_tx); - bg_ps_.push_constant("colorOverride", color_override); - bg_ps_.push_constant("bgType", background_type); + bg_ps_.bind_texture("color_buffer", &res.color_render_tx); + bg_ps_.bind_texture("depth_buffer", &res.depth_tx); + bg_ps_.push_constant("color_override", color_override); + bg_ps_.push_constant("bg_type", background_type); bg_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3); } diff --git a/source/blender/draw/engines/overlay/overlay_camera.hh b/source/blender/draw/engines/overlay/overlay_camera.hh index b8558a6daad..9d94546d4df 100644 --- a/source/blender/draw/engines/overlay/overlay_camera.hh +++ b/source/blender/draw/engines/overlay/overlay_camera.hh @@ -603,11 +603,11 @@ class Cameras : Overlay { PassMain &pass = is_foreground ? (use_view_transform ? foreground_scene_ps_ : foreground_ps_) : (use_view_transform ? background_scene_ps_ : background_ps_); - pass.bind_texture("imgTexture", tex); - pass.push_constant("imgPremultiplied", use_alpha_premult); - pass.push_constant("imgAlphaBlend", true); - pass.push_constant("isCameraBackground", true); - pass.push_constant("depthSet", true); + pass.bind_texture("img_tx", tex); + pass.push_constant("img_premultiplied", use_alpha_premult); + pass.push_constant("img_alpha_blend", true); + pass.push_constant("is_camera_background", true); + pass.push_constant("depth_set", true); pass.push_constant("ucolor", color_premult_alpha); ResourceHandle res_handle = manager.resource_handle(mat); pass.draw(res.shapes.quad_solid.get(), res_handle, select_id.get()); diff --git a/source/blender/draw/engines/overlay/overlay_curve.hh b/source/blender/draw/engines/overlay/overlay_curve.hh index 7da517e2004..ee088626907 100644 --- a/source/blender/draw/engines/overlay/overlay_curve.hh +++ b/source/blender/draw/engines/overlay/overlay_curve.hh @@ -69,16 +69,16 @@ class Curves : Overlay { DRW_STATE_WRITE_DEPTH, state.clipping_plane_count); sub.shader_set(res.shaders->curve_edit_line.get()); - sub.bind_texture("weightTex", &res.weight_ramp_tx); - sub.push_constant("useWeight", false); - sub.push_constant("useGreasePencil", false); + sub.bind_texture("weight_tx", &res.weight_ramp_tx); + sub.push_constant("use_weight", false); + sub.push_constant("use_grease_pencil", false); edit_curves_lines_ = ⊂ } { auto &sub = pass.sub("Handles"); sub.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA, state.clipping_plane_count); sub.shader_set(res.shaders->curve_edit_handles.get()); - sub.push_constant("curveHandleDisplay", int(state.overlay.handle_display)); + sub.push_constant("curve_handle_display", int(state.overlay.handle_display)); edit_curves_handles_ = ⊂ } { @@ -87,11 +87,11 @@ class Curves : Overlay { DRW_STATE_WRITE_DEPTH, state.clipping_plane_count); sub.shader_set(res.shaders->curve_edit_points.get()); - sub.bind_texture("weightTex", &res.weight_ramp_tx); - sub.push_constant("useWeight", false); - sub.push_constant("useGreasePencil", false); - sub.push_constant("doStrokeEndpoints", false); - sub.push_constant("curveHandleDisplay", int(state.overlay.handle_display)); + sub.bind_texture("weight_tx", &res.weight_ramp_tx); + sub.push_constant("use_weight", false); + sub.push_constant("use_grease_pencil", false); + sub.push_constant("do_stroke_endpoints", false); + sub.push_constant("curve_handle_display", int(state.overlay.handle_display)); edit_curves_points_ = ⊂ } } @@ -110,7 +110,7 @@ class Curves : Overlay { sub.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH, state.clipping_plane_count); sub.shader_set(res.shaders->legacy_curve_edit_wires.get()); - sub.push_constant("normalSize", 0.0f); + sub.push_constant("normal_size", 0.0f); edit_legacy_curve_wires_ = ⊂ } if (show_normals) { @@ -118,7 +118,7 @@ class Curves : Overlay { sub.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WRITE_DEPTH, state.clipping_plane_count); sub.shader_set(res.shaders->legacy_curve_edit_normals.get()); - sub.push_constant("normalSize", state.overlay.normals_length); + sub.push_constant("normal_size", state.overlay.normals_length); sub.push_constant("use_hq_normals", use_hq_normals); edit_legacy_curve_normals_ = ⊂ } @@ -129,8 +129,8 @@ class Curves : Overlay { auto &sub = pass.sub("Handles"); sub.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA, state.clipping_plane_count); sub.shader_set(res.shaders->legacy_curve_edit_handles.get()); - sub.push_constant("showCurveHandles", state.overlay.handle_display != CURVE_HANDLE_NONE); - sub.push_constant("curveHandleDisplay", int(state.overlay.handle_display)); + sub.push_constant("show_curve_handles", state.overlay.handle_display != CURVE_HANDLE_NONE); + sub.push_constant("curve_handle_display", int(state.overlay.handle_display)); sub.push_constant("alpha", 1.0f); edit_legacy_curve_handles_ = ⊂ } @@ -139,10 +139,10 @@ class Curves : Overlay { auto &sub = pass.sub("Points"); sub.state_set(DRW_STATE_WRITE_COLOR, state.clipping_plane_count); sub.shader_set(res.shaders->legacy_curve_edit_points.get()); - sub.push_constant("showCurveHandles", state.overlay.handle_display != CURVE_HANDLE_NONE); - sub.push_constant("curveHandleDisplay", int(state.overlay.handle_display)); - sub.push_constant("useGreasePencil", false); - sub.push_constant("doStrokeEndpoints", false); + sub.push_constant("show_curve_handles", state.overlay.handle_display != CURVE_HANDLE_NONE); + sub.push_constant("curve_handle_display", int(state.overlay.handle_display)); + sub.push_constant("use_grease_pencil", false); + sub.push_constant("do_stroke_endpoints", false); edit_legacy_curve_points_ = ⊂ } } @@ -157,8 +157,8 @@ class Curves : Overlay { auto &sub = pass.sub(name); sub.state_set(drw_state, state.clipping_plane_count); sub.shader_set(res.shaders->legacy_curve_edit_handles.get()); - sub.push_constant("showCurveHandles", state.overlay.handle_display != CURVE_HANDLE_NONE); - sub.push_constant("curveHandleDisplay", int(state.overlay.handle_display)); + sub.push_constant("show_curve_handles", state.overlay.handle_display != CURVE_HANDLE_NONE); + sub.push_constant("curve_handle_display", int(state.overlay.handle_display)); sub.push_constant("alpha", alpha); return ⊂ }; diff --git a/source/blender/draw/engines/overlay/overlay_empty.hh b/source/blender/draw/engines/overlay/overlay_empty.hh index ba07dc037a7..b088cf3e7d1 100644 --- a/source/blender/draw/engines/overlay/overlay_empty.hh +++ b/source/blender/draw/engines/overlay/overlay_empty.hh @@ -316,11 +316,11 @@ class Empties : Overlay { char depth_mode = state.is_depth_only_drawing ? char(OB_EMPTY_IMAGE_DEPTH_DEFAULT) : ob->empty_image_depth; PassMain::Sub &pass = create_subpass(state, *ob, use_alpha_blend, mat, res); - pass.bind_texture("imgTexture", tex); - pass.push_constant("imgPremultiplied", use_alpha_premult); - pass.push_constant("imgAlphaBlend", use_alpha_blend); - pass.push_constant("isCameraBackground", false); - pass.push_constant("depthSet", depth_mode != OB_EMPTY_IMAGE_DEPTH_DEFAULT); + pass.bind_texture("img_tx", tex); + pass.push_constant("img_premultiplied", use_alpha_premult); + pass.push_constant("img_alpha_blend", use_alpha_blend); + pass.push_constant("is_camera_background", false); + pass.push_constant("depth_set", depth_mode != OB_EMPTY_IMAGE_DEPTH_DEFAULT); pass.push_constant("ucolor", float4(ob->color)); ResourceHandle res_handle = manager.resource_handle(mat); pass.draw(res.shapes.quad_solid.get(), res_handle, select_id.get()); diff --git a/source/blender/draw/engines/overlay/overlay_fluid.hh b/source/blender/draw/engines/overlay/overlay_fluid.hh index dbf7f80172f..ab163ded714 100644 --- a/source/blender/draw/engines/overlay/overlay_fluid.hh +++ b/source/blender/draw/engines/overlay/overlay_fluid.hh @@ -161,21 +161,22 @@ class Fluids : Overlay { DRW_smoke_ensure_velocity(fmd); PassSimple::Sub &sub = *sub_pass; - sub.bind_texture("velocityX", fds->tex_velocity_x); - sub.bind_texture("velocityY", fds->tex_velocity_y); - sub.bind_texture("velocityZ", fds->tex_velocity_z); - sub.push_constant("displaySize", fds->vector_scale); - sub.push_constant("slicePosition", fds->slice_depth); - sub.push_constant("cellSize", float3(fds->cell_size)); - sub.push_constant("domainOriginOffset", float3(fds->p0)); - sub.push_constant("adaptiveCellOffset", int3(fds->res_min)); - sub.push_constant("sliceAxis", slice_axis); - sub.push_constant("scaleWithMagnitude", bool(fds->vector_scale_with_magnitude)); - sub.push_constant("isCellCentered", (fds->vector_field == FLUID_DOMAIN_VECTOR_FIELD_FORCE)); + sub.bind_texture("velocity_x", fds->tex_velocity_x); + sub.bind_texture("velocity_y", fds->tex_velocity_y); + sub.bind_texture("velocity_z", fds->tex_velocity_z); + sub.push_constant("display_size", fds->vector_scale); + sub.push_constant("slice_position", fds->slice_depth); + sub.push_constant("cell_size", float3(fds->cell_size)); + sub.push_constant("domain_origin_offset", float3(fds->p0)); + sub.push_constant("adaptive_cell_offset", int3(fds->res_min)); + sub.push_constant("slice_axis", slice_axis); + sub.push_constant("scale_with_magnitude", bool(fds->vector_scale_with_magnitude)); + sub.push_constant("is_cell_centered", + (fds->vector_field == FLUID_DOMAIN_VECTOR_FIELD_FORCE)); if (fds->vector_draw_type == VECTOR_DRAW_MAC) { - sub.push_constant("drawMACX", (fds->vector_draw_mac_components & VECTOR_DRAW_MAC_X)); - sub.push_constant("drawMACY", (fds->vector_draw_mac_components & VECTOR_DRAW_MAC_Y)); - sub.push_constant("drawMACZ", (fds->vector_draw_mac_components & VECTOR_DRAW_MAC_Z)); + sub.push_constant("draw_macx", (fds->vector_draw_mac_components & VECTOR_DRAW_MAC_X)); + sub.push_constant("draw_macy", (fds->vector_draw_mac_components & VECTOR_DRAW_MAC_Y)); + sub.push_constant("draw_macz", (fds->vector_draw_mac_components & VECTOR_DRAW_MAC_Z)); } sub.push_constant("in_select_id", int(sel_id.get())); sub.draw_procedural(GPU_PRIM_LINES, 1, total_lines * 2, -1, res_handle); @@ -194,7 +195,7 @@ class Fluids : Overlay { DRW_fluid_ensure_flags(fmd); sub_pass = grid_lines_flags_ps_; - sub_pass->bind_texture("flagTexture", fds->tex_flags); + sub_pass->bind_texture("flag_tx", fds->tex_flags); break; case FLUID_GRIDLINE_COLOR_TYPE_RANGE: if (fds->use_coba && (fds->coba_field != FLUID_DOMAIN_FIELD_FLAGS)) { @@ -202,12 +203,12 @@ class Fluids : Overlay { DRW_fluid_ensure_range_field(fmd); sub_pass = grid_lines_range_ps_; - sub_pass->bind_texture("flagTexture", fds->tex_flags); - sub_pass->bind_texture("fieldTexture", fds->tex_range_field); - sub_pass->push_constant("lowerBound", fds->gridlines_lower_bound); - sub_pass->push_constant("upperBound", fds->gridlines_upper_bound); - sub_pass->push_constant("rangeColor", float4(fds->gridlines_range_color)); - sub_pass->push_constant("cellFilter", int(fds->gridlines_cell_filter)); + sub_pass->bind_texture("flag_tx", fds->tex_flags); + sub_pass->bind_texture("field_tx", fds->tex_range_field); + sub_pass->push_constant("lower_bound", fds->gridlines_lower_bound); + sub_pass->push_constant("upper_bound", fds->gridlines_upper_bound); + sub_pass->push_constant("range_color", float4(fds->gridlines_range_color)); + sub_pass->push_constant("cell_filter", int(fds->gridlines_cell_filter)); break; } /* Otherwise, fallback to none color type. */ @@ -218,12 +219,12 @@ class Fluids : Overlay { } PassSimple::Sub &sub = *sub_pass; - sub.push_constant("volumeSize", int3(fds->res)); - sub.push_constant("slicePosition", fds->slice_depth); - sub.push_constant("cellSize", float3(fds->cell_size)); - sub.push_constant("domainOriginOffset", float3(fds->p0)); - sub.push_constant("adaptiveCellOffset", int3(fds->res_min)); - sub.push_constant("sliceAxis", slice_axis); + sub.push_constant("volume_size", int3(fds->res)); + sub.push_constant("slice_position", fds->slice_depth); + sub.push_constant("cell_size", float3(fds->cell_size)); + sub.push_constant("domain_origin_offset", float3(fds->p0)); + sub.push_constant("adaptive_cell_offset", int3(fds->res_min)); + sub.push_constant("slice_axis", slice_axis); sub.push_constant("in_select_id", int(sel_id.get())); BLI_assert(slice_axis != -1); diff --git a/source/blender/draw/engines/overlay/overlay_grease_pencil.hh b/source/blender/draw/engines/overlay/overlay_grease_pencil.hh index 6e59a10d8c7..ccdbfec5db2 100644 --- a/source/blender/draw/engines/overlay/overlay_grease_pencil.hh +++ b/source/blender/draw/engines/overlay/overlay_grease_pencil.hh @@ -122,19 +122,19 @@ class GreasePencil : Overlay { if (show_points_) { auto &sub = pass.sub("Points"); sub.shader_set(res.shaders->curve_edit_points.get()); - sub.bind_texture("weightTex", &res.weight_ramp_tx); - sub.push_constant("useWeight", show_weight_); - sub.push_constant("useGreasePencil", true); - sub.push_constant("doStrokeEndpoints", show_direction); + sub.bind_texture("weight_tx", &res.weight_ramp_tx); + sub.push_constant("use_weight", show_weight_); + sub.push_constant("use_grease_pencil", true); + sub.push_constant("do_stroke_endpoints", show_direction); edit_points_ = ⊂ } if (show_lines_) { auto &sub = pass.sub("Lines"); sub.shader_set(res.shaders->curve_edit_line.get()); - sub.bind_texture("weightTex", &res.weight_ramp_tx); - sub.push_constant("useWeight", show_weight_); - sub.push_constant("useGreasePencil", true); + sub.bind_texture("weight_tx", &res.weight_ramp_tx); + sub.push_constant("use_weight", show_weight_); + sub.push_constant("use_grease_pencil", true); edit_lines_ = ⊂ } } @@ -236,10 +236,10 @@ class GreasePencil : Overlay { const float4x4 grid_mat = grid_matrix_get(*ob_ref.object, state.scene) * transform_mat; - grid_ps_.push_constant("xAxis", grid_mat.x_axis()); - grid_ps_.push_constant("yAxis", grid_mat.y_axis()); + grid_ps_.push_constant("x_axis", grid_mat.x_axis()); + grid_ps_.push_constant("y_axis", grid_mat.y_axis()); grid_ps_.push_constant("origin", grid_mat.location()); - grid_ps_.push_constant("halfLineCount", line_count / 2); + grid_ps_.push_constant("half_line_count", line_count / 2); grid_ps_.draw_procedural(GPU_PRIM_LINES, 1, line_count * 2); } } @@ -293,7 +293,7 @@ class GreasePencil : Overlay { const bool is_stroke_order_3d = (grease_pencil.flag & GREASE_PENCIL_STROKE_ORDER_3D) != 0; if (is_stroke_order_3d) { - pass.push_constant("gpDepthPlane", float4(0.0f)); + pass.push_constant("gp_depth_plane", float4(0.0f)); } else { int64_t index = res.depth_planes.append_and_get_index({}); @@ -303,7 +303,7 @@ class GreasePencil : Overlay { plane.bounds = BKE_object_boundbox_get(ob).value_or(blender::Bounds(float3(0))); plane.handle = res_handle; - pass.push_constant("gpDepthPlane", &plane.plane); + pass.push_constant("gp_depth_plane", &plane.plane); } int t_offset = 0; @@ -313,7 +313,7 @@ class GreasePencil : Overlay { gpu::VertBuf *position_tx = draw::DRW_cache_grease_pencil_position_buffer_get(scene, ob); gpu::VertBuf *color_tx = draw::DRW_cache_grease_pencil_color_buffer_get(scene, ob); - pass.push_constant("gpStrokeOrder3d", is_stroke_order_3d); + pass.push_constant("gp_stroke_order3d", is_stroke_order_3d); pass.bind_texture("gp_pos_tx", position_tx); pass.bind_texture("gp_col_tx", color_tx); diff --git a/source/blender/draw/engines/overlay/overlay_grid.hh b/source/blender/draw/engines/overlay/overlay_grid.hh index 80930034401..99fdc17da9a 100644 --- a/source/blender/draw/engines/overlay/overlay_grid.hh +++ b/source/blender/draw/engines/overlay/overlay_grid.hh @@ -72,7 +72,7 @@ class Grid : Overlay { res.theme_settings.color_background, res.theme_settings.color_grid, 0.5); sub.push_constant("ucolor", color_back); sub.push_constant("tile_scale", float3(data_.size)); - sub.bind_texture("depthBuffer", depth_tx); + sub.bind_texture("depth_buffer", depth_tx); sub.draw(res.shapes.quad_solid.get()); } { diff --git a/source/blender/draw/engines/overlay/overlay_lattice.hh b/source/blender/draw/engines/overlay/overlay_lattice.hh index 48f622411c7..c8c4810e6fe 100644 --- a/source/blender/draw/engines/overlay/overlay_lattice.hh +++ b/source/blender/draw/engines/overlay/overlay_lattice.hh @@ -38,7 +38,7 @@ class Lattices : Overlay { PassMain::Sub &sub_pass = ps_.sub(name); sub_pass.shader_set(shader); if (add_weight_tex) { - sub_pass.bind_texture("weightTex", &res.weight_ramp_tx); + sub_pass.bind_texture("weight_tx", &res.weight_ramp_tx); } return &sub_pass; }; diff --git a/source/blender/draw/engines/overlay/overlay_lightprobe.hh b/source/blender/draw/engines/overlay/overlay_lightprobe.hh index 952c8b40700..33266032722 100644 --- a/source/blender/draw/engines/overlay/overlay_lightprobe.hh +++ b/source/blender/draw/engines/overlay/overlay_lightprobe.hh @@ -66,8 +66,8 @@ class LightProbes : Overlay { ps_dots_.shader_set(res.shaders->extra_grid.get()); ps_dots_.bind_ubo(OVERLAY_GLOBALS_SLOT, &res.globals_buf); ps_dots_.bind_ubo(DRW_CLIPPING_UBO_SLOT, &res.clip_planes_buf); - ps_dots_.bind_texture("depthBuffer", &res.depth_tx); - ps_dots_.push_constant("isTransform", (G.moving & G_TRANSFORM_OBJ) != 0); + ps_dots_.bind_texture("depth_buffer", &res.depth_tx); + ps_dots_.push_constant("is_transform", (G.moving & G_TRANSFORM_OBJ) != 0); res.select_bind(ps_dots_); } @@ -157,7 +157,7 @@ class LightProbes : Overlay { const uint cell_count = prb.grid_resolution_x * prb.grid_resolution_y * prb.grid_resolution_z; - ps_dots_.push_constant("gridModelMatrix", matrix); + ps_dots_.push_constant("grid_model_matrix", matrix); ps_dots_.draw_procedural(GPU_PRIM_POINTS, 1, cell_count, 0, {0}, select_id.get()); } break; diff --git a/source/blender/draw/engines/overlay/overlay_mesh.hh b/source/blender/draw/engines/overlay/overlay_mesh.hh index a18ed3219c4..df4d67d57d1 100644 --- a/source/blender/draw/engines/overlay/overlay_mesh.hh +++ b/source/blender/draw/engines/overlay/overlay_mesh.hh @@ -141,7 +141,7 @@ class Meshes : Overlay { pass.state_set(DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | face_culling, state.clipping_plane_count); pass.shader_set(res.shaders->mesh_edit_depth.get()); - pass.push_constant("retopologyOffset", retopology_offset); + pass.push_constant("retopology_offset", retopology_offset); pass.bind_ubo(OVERLAY_GLOBALS_SLOT, &res.globals_buf); pass.bind_ubo(DRW_CLIPPING_UBO_SLOT, &res.clip_planes_buf); } @@ -166,12 +166,12 @@ class Meshes : Overlay { auto shader_pass = [&](GPUShader *shader, const char *name) { auto &sub = pass.sub(name); sub.shader_set(shader); - sub.bind_texture("depthTex", depth_tex); + sub.bind_texture("depth_tx", depth_tex); sub.push_constant("alpha", backwire_opacity); - sub.push_constant("isConstantScreenSizeNormals", use_screen_size); - sub.push_constant("normalSize", state.overlay.normals_length); - sub.push_constant("normalScreenSize", state.overlay.normals_constant_screen_size); - sub.push_constant("retopologyOffset", retopology_offset); + sub.push_constant("is_constant_screen_size_normals", use_screen_size); + sub.push_constant("normal_size", state.overlay.normals_length); + sub.push_constant("normal_screen_size", state.overlay.normals_constant_screen_size); + sub.push_constant("retopology_offset", retopology_offset); sub.push_constant("hq_normals", use_hq_normals); return ⊂ }; @@ -205,7 +205,7 @@ class Meshes : Overlay { pass.bind_ubo(OVERLAY_GLOBALS_SLOT, &res.globals_buf); pass.bind_ubo(DRW_CLIPPING_UBO_SLOT, &res.clip_planes_buf); pass.bind_texture("colorramp", &res.weight_ramp_tx); - pass.push_constant("drawContours", false); + pass.push_constant("draw_contours", false); pass.push_constant("opacity", state.overlay.weight_paint_mode_opacity); if (!shadeless) { /* Arbitrary light to give a hint of the geometry behind the weights. */ @@ -218,20 +218,20 @@ class Meshes : Overlay { pass.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA, state.clipping_plane_count); pass.shader_set(res.shaders->mesh_analysis.get()); - pass.bind_texture("weightTex", res.weight_ramp_tx); + pass.bind_texture("weight_tx", res.weight_ramp_tx); } auto mesh_edit_common_resource_bind = [&](PassSimple &pass, float alpha, float ndc_offset) { - pass.bind_texture("depthTex", depth_tex); + pass.bind_texture("depth_tx", depth_tex); /* TODO(fclem): UBO. */ - pass.push_constant("wireShading", is_wire_shading_mode); - pass.push_constant("selectFace", select_face_); - pass.push_constant("selectEdge", select_edge_); + pass.push_constant("wire_shading", is_wire_shading_mode); + pass.push_constant("select_face", select_face_); + pass.push_constant("select_edge", select_edge_); pass.push_constant("alpha", alpha); - pass.push_constant("retopologyOffset", retopology_offset); + pass.push_constant("retopology_offset", retopology_offset); pass.push_constant("ndc_offset_factor", &state.ndc_offset_factor); pass.push_constant("ndc_offset", ndc_offset); - pass.push_constant("dataMask", int4(data_mask)); + pass.push_constant("data_mask", int4(data_mask)); pass.bind_ubo(OVERLAY_GLOBALS_SLOT, &res.globals_buf); pass.bind_ubo(DRW_CLIPPING_UBO_SLOT, &res.clip_planes_buf); }; @@ -290,7 +290,7 @@ class Meshes : Overlay { DRW_STATE_WRITE_DEPTH, state.clipping_plane_count); pass.shader_set(res.shaders->mesh_edit_skin_root.get()); - pass.push_constant("retopologyOffset", retopology_offset); + pass.push_constant("retopology_offset", retopology_offset); pass.bind_ubo(OVERLAY_GLOBALS_SLOT, &res.globals_buf); pass.bind_ubo(DRW_CLIPPING_UBO_SLOT, &res.clip_planes_buf); } @@ -656,7 +656,7 @@ class MeshUVs : Overlay { pass.bind_ubo(OVERLAY_GLOBALS_SLOT, &res.globals_buf); pass.bind_ubo(DRW_CLIPPING_UBO_SLOT, &res.clip_planes_buf); pass.push_constant("alpha", space_image->uv_opacity); - pass.push_constant("doSmoothWire", do_smooth_wire); + pass.push_constant("do_smooth_wire", do_smooth_wire); } if (show_uv_edit) { @@ -670,10 +670,10 @@ class MeshUVs : Overlay { pass.shader_set(sh); pass.bind_ubo(OVERLAY_GLOBALS_SLOT, &res.globals_buf); pass.bind_ubo(DRW_CLIPPING_UBO_SLOT, &res.clip_planes_buf); - pass.push_constant("lineStyle", int(edit_uv_line_style_from_space_image(space_image))); + pass.push_constant("line_style", int(edit_uv_line_style_from_space_image(space_image))); pass.push_constant("alpha", space_image->uv_opacity); - pass.push_constant("dashLength", dash_length); - pass.push_constant("doSmoothWire", do_smooth_wire); + pass.push_constant("dash_length", dash_length); + pass.push_constant("do_smooth_wire", do_smooth_wire); } if (show_vert_) { @@ -689,8 +689,8 @@ class MeshUVs : Overlay { pass.shader_set(res.shaders->uv_edit_vert.get()); pass.bind_ubo(OVERLAY_GLOBALS_SLOT, &res.globals_buf); pass.bind_ubo(DRW_CLIPPING_UBO_SLOT, &res.clip_planes_buf); - pass.push_constant("pointSize", (point_size + 1.5f) * float(M_SQRT2)); - pass.push_constant("outlineWidth", 0.75f); + pass.push_constant("dot_size", (point_size + 1.5f) * float(M_SQRT2)); + pass.push_constant("outline_width", 0.75f); pass.push_constant("color", theme_color); } @@ -704,7 +704,7 @@ class MeshUVs : Overlay { pass.shader_set(res.shaders->uv_edit_facedot.get()); pass.bind_ubo(OVERLAY_GLOBALS_SLOT, &res.globals_buf); pass.bind_ubo(DRW_CLIPPING_UBO_SLOT, &res.clip_planes_buf); - pass.push_constant("pointSize", point_size); + pass.push_constant("point_size", point_size); } if (show_face_) { @@ -718,7 +718,7 @@ class MeshUVs : Overlay { pass.shader_set(res.shaders->uv_edit_face.get()); pass.bind_ubo(OVERLAY_GLOBALS_SLOT, &res.globals_buf); pass.bind_ubo(DRW_CLIPPING_UBO_SLOT, &res.clip_planes_buf); - pass.push_constant("uvOpacity", opacity); + pass.push_constant("uv_opacity", opacity); } if (show_mesh_analysis_) { @@ -732,7 +732,7 @@ class MeshUVs : Overlay { pass.bind_ubo(DRW_CLIPPING_UBO_SLOT, &res.clip_planes_buf); pass.push_constant("aspect", state.image_uv_aspect); pass.push_constant("stretch_opacity", space_image->stretch_opacity); - pass.push_constant("totalAreaRatio", &total_area_ratio_); + pass.push_constant("total_area_ratio", &total_area_ratio_); } per_mesh_area_3d_.clear(); @@ -938,9 +938,9 @@ class MeshUVs : Overlay { BKE_image_get_size_fl(image, nullptr, &size_image[0]); pass.shader_set(res.shaders->uv_brush_stencil.get()); - pass.bind_texture("imgTexture", stencil_texture); - pass.push_constant("imgPremultiplied", true); - pass.push_constant("imgAlphaBlend", true); + pass.bind_texture("img_tx", stencil_texture); + pass.push_constant("img_premultiplied", true); + pass.push_constant("img_alpha_blend", true); pass.push_constant("ucolor", float4(1.0f, 1.0f, 1.0f, image_paint_settings.clone_alpha)); pass.push_constant("brush_offset", float2(image_paint_settings.clone_offset)); pass.push_constant("brush_scale", float2(stencil_texture.size().xy()) / size_image); @@ -959,7 +959,7 @@ class MeshUVs : Overlay { pass.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_ALWAYS | (is_combined ? DRW_STATE_BLEND_MUL : DRW_STATE_BLEND_ALPHA)); pass.shader_set(res.shaders->uv_paint_mask.get()); - pass.bind_texture("imgTexture", mask_texture_); + pass.bind_texture("img_tx", mask_texture_); pass.push_constant("color", float4(1.0f, 1.0f, 1.0f, 1.0f)); pass.push_constant("opacity", opacity); pass.push_constant("brush_offset", float2(0.0f)); diff --git a/source/blender/draw/engines/overlay/overlay_motion_path.hh b/source/blender/draw/engines/overlay/overlay_motion_path.hh index 3ebbb953864..b8a317dfce3 100644 --- a/source/blender/draw/engines/overlay/overlay_motion_path.hh +++ b/source/blender/draw/engines/overlay/overlay_motion_path.hh @@ -163,11 +163,11 @@ class MotionPath : Overlay { current_frame, int(frame_range.start()), int(frame_range.last()), mpath->start_frame); auto &sub = *line_ps_; - sub.push_constant("mpathLineSettings", motion_path_settings); - sub.push_constant("lineThickness", mpath->line_thickness); + sub.push_constant("mpath_line_settings", motion_path_settings); + sub.push_constant("line_thickness", mpath->line_thickness); sub.push_constant("selected", selected); - sub.push_constant("customColorPre", color_pre); - sub.push_constant("customColorPost", color_post); + sub.push_constant("custom_color_pre", color_pre); + sub.push_constant("custom_color_post", color_post); sub.push_constant("camera_space_matrix", camera_eval ? camera_eval->object_to_world() : float4x4::identity()); @@ -182,10 +182,10 @@ class MotionPath : Overlay { const int4 motion_path_settings = {pt_size, current_frame, mpath->start_frame, stride}; auto &sub = *vert_ps_; - sub.push_constant("mpathPointSettings", motion_path_settings); - sub.push_constant("showKeyFrames", show_keyframes); - sub.push_constant("customColorPre", color_pre); - sub.push_constant("customColorPost", color_post); + sub.push_constant("mpath_point_settings", motion_path_settings); + sub.push_constant("show_key_frames", show_keyframes); + sub.push_constant("custom_color_pre", color_pre); + sub.push_constant("custom_color_post", color_post); sub.push_constant("camera_space_matrix", camera_eval ? camera_eval->object_to_world() : float4x4::identity()); diff --git a/source/blender/draw/engines/overlay/overlay_outline.hh b/source/blender/draw/engines/overlay/overlay_outline.hh index d01ccb46488..d412a76ba39 100644 --- a/source/blender/draw/engines/overlay/overlay_outline.hh +++ b/source/blender/draw/engines/overlay/overlay_outline.hh @@ -72,37 +72,37 @@ class Outline : Overlay { { auto &sub = pass.sub("Curves"); sub.shader_set(res.shaders->outline_prepass_curves.get()); - sub.push_constant("isTransform", is_transform); + sub.push_constant("is_transform", is_transform); prepass_curves_ps_ = ⊂ } { auto &sub = pass.sub("PointCloud"); sub.shader_set(res.shaders->outline_prepass_pointcloud.get()); - sub.push_constant("isTransform", is_transform); + sub.push_constant("is_transform", is_transform); prepass_pointcloud_ps_ = ⊂ } { auto &sub = pass.sub("GreasePencil"); sub.shader_set(res.shaders->outline_prepass_gpencil.get()); - sub.push_constant("isTransform", is_transform); + sub.push_constant("is_transform", is_transform); prepass_gpencil_ps_ = ⊂ } { auto &sub = pass.sub("Mesh"); sub.shader_set(res.shaders->outline_prepass_mesh.get()); - sub.push_constant("isTransform", is_transform); + sub.push_constant("is_transform", is_transform); prepass_mesh_ps_ = ⊂ } { auto &sub = pass.sub("Volume"); sub.shader_set(res.shaders->outline_prepass_mesh.get()); - sub.push_constant("isTransform", is_transform); + sub.push_constant("is_transform", is_transform); prepass_volume_ps_ = ⊂ } { auto &sub = pass.sub("Wire"); sub.shader_set(res.shaders->outline_prepass_wire.get()); - sub.push_constant("isTransform", is_transform); + sub.push_constant("is_transform", is_transform); prepass_wire_ps_ = ⊂ } } @@ -112,13 +112,13 @@ class Outline : Overlay { pass.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL); pass.shader_set(res.shaders->outline_detect.get()); /* Don't occlude the outline if in xray mode as it causes too much flickering. */ - pass.push_constant("alphaOcclu", state.xray_enabled ? 1.0f : 0.35f); - pass.push_constant("doThickOutlines", do_expand); - pass.push_constant("doAntiAliasing", do_smooth_lines); - pass.push_constant("isXrayWires", state.xray_enabled_and_not_wire); - pass.bind_texture("outlineId", &object_id_tx_); - pass.bind_texture("sceneDepth", &res.depth_tx); - pass.bind_texture("outlineDepth", &tmp_depth_tx_); + pass.push_constant("alpha_occlu", state.xray_enabled ? 1.0f : 0.35f); + pass.push_constant("do_thick_outlines", do_expand); + pass.push_constant("do_anti_aliasing", do_smooth_lines); + pass.push_constant("is_xray_wires", state.xray_enabled_and_not_wire); + pass.bind_texture("outline_id_tx", &object_id_tx_); + pass.bind_texture("scene_depth_tx", &res.depth_tx); + pass.bind_texture("outline_depth_tx", &tmp_depth_tx_); pass.bind_ubo(OVERLAY_GLOBALS_SLOT, &res.globals_buf); pass.bind_ubo(DRW_CLIPPING_UBO_SLOT, &res.clip_planes_buf); pass.draw_procedural(GPU_PRIM_TRIS, 1, 3); @@ -206,7 +206,7 @@ class Outline : Overlay { pass.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL, state.clipping_plane_count); pass.shader_set(res.shaders->outline_prepass_wire.get()); - pass.push_constant("isTransform", is_transform); + pass.push_constant("is_transform", is_transform); for (FlatObjectRef flag_ob_ref : flat_objects_) { flag_ob_ref.if_flat_axis_orthogonal_to_view( diff --git a/source/blender/draw/engines/overlay/overlay_paint.hh b/source/blender/draw/engines/overlay/overlay_paint.hh index 167830e0b0b..a2377256f2e 100644 --- a/source/blender/draw/engines/overlay/overlay_paint.hh +++ b/source/blender/draw/engines/overlay/overlay_paint.hh @@ -116,7 +116,7 @@ class Paints : Overlay { sub.shader_set(shadeless ? res.shaders->paint_weight.get() : res.shaders->paint_weight_fake_shading.get()); sub.bind_texture("colorramp", &res.weight_ramp_tx); - sub.push_constant("drawContours", draw_contours); + sub.push_constant("draw_contours", draw_contours); sub.push_constant("opacity", state.overlay.weight_paint_mode_opacity); if (!shadeless) { /* Arbitrary light to give a hint of the geometry behind the weights. */ @@ -147,10 +147,10 @@ class Paints : Overlay { pass.shader_set(res.shaders->paint_texture.get()); pass.bind_ubo(OVERLAY_GLOBALS_SLOT, &res.globals_buf); pass.bind_ubo(DRW_CLIPPING_UBO_SLOT, &res.clip_planes_buf); - pass.bind_texture("maskImage", mask_texture); + pass.bind_texture("mask_image", mask_texture); pass.push_constant("maskPremult", mask_premult); - pass.push_constant("maskInvertStencil", mask_inverted); - pass.push_constant("maskColor", float3(paint_settings.stencil_col)); + pass.push_constant("mask_invert_stencil", mask_inverted); + pass.push_constant("mask_color", float3(paint_settings.stencil_col)); pass.push_constant("opacity", state.overlay.texture_paint_mode_opacity); } } @@ -234,7 +234,7 @@ class Paints : Overlay { if ((use_face_selection || show_wires_) && !in_texture_paint_mode) { gpu::Batch *geom = DRW_cache_mesh_surface_edges_get(ob_ref.object); - paint_region_edge_ps_->push_constant("useSelect", use_face_selection); + paint_region_edge_ps_->push_constant("use_select", use_face_selection); paint_region_edge_ps_->draw(geom, manager.unique_handle(ob_ref)); } if (use_face_selection) { diff --git a/source/blender/draw/engines/overlay/overlay_particle.hh b/source/blender/draw/engines/overlay/overlay_particle.hh index fcc1d1b6031..02736da4f93 100644 --- a/source/blender/draw/engines/overlay/overlay_particle.hh +++ b/source/blender/draw/engines/overlay/overlay_particle.hh @@ -69,20 +69,20 @@ class Particles : Overlay { { auto &sub = pass.sub("Dots"); sub.shader_set(res.shaders->particle_dot.get()); - sub.bind_texture("weightTex", res.weight_ramp_tx); + sub.bind_texture("weight_tx", res.weight_ramp_tx); dot_ps_ = ⊂ } { auto &sub = pass.sub("Shapes"); sub.shader_set(res.shaders->particle_shape.get()); - sub.bind_texture("weightTex", res.weight_ramp_tx); + sub.bind_texture("weight_tx", res.weight_ramp_tx); shape_ps_ = ⊂ } { auto &sub = pass.sub("Hair"); sub.shader_set(res.shaders->particle_hair.get()); - sub.push_constant("colorType", state.v3d->shading.wire_color_type); - sub.push_constant("isTransform", is_transform); + sub.push_constant("color_type", state.v3d->shading.wire_color_type); + sub.push_constant("is_transform", is_transform); hair_ps_ = ⊂ } } @@ -98,17 +98,17 @@ class Particles : Overlay { { auto &sub = pass.sub("Dots"); sub.shader_set(res.shaders->particle_edit_vert.get()); - sub.bind_texture("weightTex", res.weight_ramp_tx); - sub.push_constant("useWeight", show_weight_); - sub.push_constant("useGreasePencil", false); + sub.bind_texture("weight_tx", res.weight_ramp_tx); + sub.push_constant("use_weight", show_weight_); + sub.push_constant("use_grease_pencil", false); edit_vert_ps_ = ⊂ } { auto &sub = pass.sub("Edges"); sub.shader_set(res.shaders->particle_edit_edge.get()); - sub.bind_texture("weightTex", res.weight_ramp_tx); - sub.push_constant("useWeight", false); - sub.push_constant("useGreasePencil", false); + sub.bind_texture("weight_tx", res.weight_ramp_tx); + sub.push_constant("use_weight", false); + sub.push_constant("use_grease_pencil", false); edit_edge_ps_ = ⊂ } } @@ -240,7 +240,7 @@ class Particles : Overlay { break; } geom = DRW_cache_particles_get_hair(ob, psys, nullptr); - hair_ps_->push_constant("useColoring", true); /* TODO */ + hair_ps_->push_constant("use_coloring", true); /* TODO */ hair_ps_->draw(geom, handle, res.select_id(ob_ref).get()); break; case PART_DRAW_NOT: diff --git a/source/blender/draw/engines/overlay/overlay_sculpt.hh b/source/blender/draw/engines/overlay/overlay_sculpt.hh index 3231c3f8b15..a08ff9b93f4 100644 --- a/source/blender/draw/engines/overlay/overlay_sculpt.hh +++ b/source/blender/draw/engines/overlay/overlay_sculpt.hh @@ -76,8 +76,8 @@ class Sculpts : Overlay { sub.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_MUL, state.clipping_plane_count); sub.shader_set(res.shaders->sculpt_mesh.get()); - sub.push_constant("maskOpacity", mask_opacity); - sub.push_constant("faceSetsOpacity", face_set_opacity); + sub.push_constant("mask_opacity", mask_opacity); + sub.push_constant("face_sets_opacity", face_set_opacity); mesh_ps_ = ⊂ } { diff --git a/source/blender/draw/engines/overlay/overlay_wireframe.hh b/source/blender/draw/engines/overlay/overlay_wireframe.hh index 865b8e8d763..50e15464494 100644 --- a/source/blender/draw/engines/overlay/overlay_wireframe.hh +++ b/source/blender/draw/engines/overlay/overlay_wireframe.hh @@ -87,14 +87,14 @@ class Wireframe : Overlay { sub.specialize_constant(shader, "use_custom_depth_bias", do_smooth_lines); } sub.shader_set(shader); - sub.bind_texture("depthTex", depth_tex); - sub.push_constant("wireOpacity", state.overlay.wireframe_opacity); - sub.push_constant("isTransform", is_transform); - sub.push_constant("colorType", state.v3d->shading.wire_color_type); - sub.push_constant("useColoring", use_coloring); - sub.push_constant("wireStepParam", wire_threshold); + sub.bind_texture("depth_tx", depth_tex); + sub.push_constant("wire_opacity", state.overlay.wireframe_opacity); + sub.push_constant("is_transform", is_transform); + sub.push_constant("color_type", state.v3d->shading.wire_color_type); + sub.push_constant("use_coloring", use_coloring); + sub.push_constant("wire_step_param", wire_threshold); sub.push_constant("ndc_offset_factor", &state.ndc_offset_factor); - sub.push_constant("isHair", false); + sub.push_constant("is_hair", false); return ⊂ }; diff --git a/source/blender/draw/engines/overlay/overlay_xray_fade.hh b/source/blender/draw/engines/overlay/overlay_xray_fade.hh index 3528ae89c4a..54091ba4ecc 100644 --- a/source/blender/draw/engines/overlay/overlay_xray_fade.hh +++ b/source/blender/draw/engines/overlay/overlay_xray_fade.hh @@ -38,10 +38,10 @@ class XrayFade : Overlay { pass.shader_set(res.shaders->xray_fade.get()); /* TODO(fclem): Confusing. The meaning of xray depth texture changed between legacy engine * and overlay next. To be renamed after shaders are not shared anymore. */ - pass.bind_texture("depthTex", &res.xray_depth_tx); - pass.bind_texture("depthTexInfront", &res.xray_depth_in_front_tx); - pass.bind_texture("xrayDepthTex", &res.depth_tx); - pass.bind_texture("xrayDepthTexInfront", &res.depth_in_front_tx); + pass.bind_texture("depth_tx", &res.xray_depth_tx); + pass.bind_texture("depth_txInfront", &res.xray_depth_in_front_tx); + pass.bind_texture("xray_depth_tx", &res.depth_tx); + pass.bind_texture("xray_depth_txInfront", &res.depth_in_front_tx); pass.push_constant("opacity", 1.0f - state.xray_opacity); pass.draw_procedural(GPU_PRIM_TRIS, 1, 3); } diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_antialiasing_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_antialiasing_info.hh index 839021fa941..57200750916 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_antialiasing_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_antialiasing_info.hh @@ -13,11 +13,11 @@ GPU_SHADER_CREATE_INFO(overlay_antialiasing) DO_STATIC_COMPILATION() -SAMPLER(0, DEPTH_2D, depthTex) -SAMPLER(1, FLOAT_2D, colorTex) -SAMPLER(2, FLOAT_2D, lineTex) -PUSH_CONSTANT(bool, doSmoothLines) -FRAGMENT_OUT(0, float4, fragColor) +SAMPLER(0, DEPTH_2D, depth_tx) +SAMPLER(1, FLOAT_2D, color_tx) +SAMPLER(2, FLOAT_2D, line_tx) +PUSH_CONSTANT(bool, do_smooth_lines) +FRAGMENT_OUT(0, float4, frag_color) FRAGMENT_SOURCE("overlay_antialiasing_frag.glsl") ADDITIONAL_INFO(gpu_fullscreen) ADDITIONAL_INFO(draw_globals) @@ -25,12 +25,12 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(overlay_xray_fade) DO_STATIC_COMPILATION() -SAMPLER(0, DEPTH_2D, depthTex) -SAMPLER(1, DEPTH_2D, xrayDepthTex) +SAMPLER(0, DEPTH_2D, depth_tx) +SAMPLER(1, DEPTH_2D, xray_depth_tx) PUSH_CONSTANT(float, opacity) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) FRAGMENT_SOURCE("overlay_xray_fade_frag.glsl") ADDITIONAL_INFO(gpu_fullscreen) -SAMPLER(2, DEPTH_2D, xrayDepthTexInfront) -SAMPLER(3, DEPTH_2D, depthTexInfront) +SAMPLER(2, DEPTH_2D, xray_depth_txInfront) +SAMPLER(3, DEPTH_2D, depth_txInfront) GPU_SHADER_CREATE_END() diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_armature_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_armature_info.hh index 7b3b2488f99..4beb7a4c414 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_armature_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_armature_info.hh @@ -19,14 +19,14 @@ #include "overlay_common_info.hh" GPU_SHADER_CREATE_INFO(overlay_frag_output) -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) GPU_SHADER_CREATE_END() GPU_SHADER_INTERFACE_INFO(overlay_armature_wire_iface) -FLAT(float4, finalColor) -FLAT(float2, edgeStart) -NO_PERSPECTIVE(float2, edgePos) +FLAT(float4, final_color) +FLAT(float2, edge_start) +NO_PERSPECTIVE(float2, edge_pos) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_armature_common) @@ -53,10 +53,10 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_VARIATIONS(overlay_armature_sphere_outline) GPU_SHADER_INTERFACE_INFO(overlay_armature_sphere_solid_iface) -FLAT(float3, finalStateColor) -FLAT(float3, finalBoneColor) -FLAT(float4x4, sphereMatrix) -SMOOTH(float3, viewPosition) +FLAT(float3, final_state_color) +FLAT(float3, final_bone_color) +FLAT(float4x4, sphere_matrix) +SMOOTH(float3, view_position) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_armature_sphere_solid) @@ -82,20 +82,10 @@ OVERLAY_INFO_VARIATIONS(overlay_armature_sphere_solid) /** \name Armature Shapes * \{ */ -GPU_SHADER_NAMED_INTERFACE_INFO(overlay_armature_shape_outline_iface, geom_in) -SMOOTH(float4, pPos) -SMOOTH(float3, vPos) -SMOOTH(float2, ssPos) -SMOOTH(float4, vColSize) -GPU_SHADER_NAMED_INTERFACE_END(geom_in) -GPU_SHADER_NAMED_INTERFACE_INFO(overlay_armature_shape_outline_flat_iface, geom_flat_in) -FLAT(int, inverted) -GPU_SHADER_NAMED_INTERFACE_END(geom_flat_in) - -GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_outline_no_geom_iface) -FLAT(float4, finalColor) -FLAT(float2, edgeStart) -NO_PERSPECTIVE(float2, edgePos) +GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_outline_iface) +FLAT(float4, final_color) +FLAT(float2, edge_start) +NO_PERSPECTIVE(float2, edge_pos) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_armature_shape_outline) @@ -103,7 +93,7 @@ DO_STATIC_COMPILATION() STORAGE_BUF_FREQ(0, READ, float, pos[], GEOMETRY) STORAGE_BUF(1, READ, float4x4, data_buf[]) PUSH_CONSTANT(int2, gpu_attr_0) -VERTEX_OUT(overlay_armature_shape_outline_no_geom_iface) +VERTEX_OUT(overlay_armature_shape_outline_iface) VERTEX_SOURCE("overlay_armature_shape_outline_vert.glsl") FRAGMENT_SOURCE("overlay_armature_wire_frag.glsl") ADDITIONAL_INFO(overlay_frag_output) @@ -115,7 +105,7 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_VARIATIONS(overlay_armature_shape_outline) GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_solid_iface) -SMOOTH(float4, finalColor) +SMOOTH(float4, final_color) FLAT(int, inverted) GPU_SHADER_INTERFACE_END() @@ -137,9 +127,9 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_VARIATIONS(overlay_armature_shape_solid) GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_wire_iface) -FLAT(float4, finalColor) +FLAT(float4, final_color) FLAT(float, wire_width) -NO_PERSPECTIVE(float, edgeCoord) +NO_PERSPECTIVE(float, edge_coord) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_armature_shape_wire) @@ -193,9 +183,9 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_VARIATIONS(overlay_armature_envelope_outline) GPU_SHADER_INTERFACE_INFO(overlay_armature_envelope_solid_iface) -FLAT(float3, finalStateColor) -FLAT(float3, finalBoneColor) -SMOOTH(float3, normalView) +FLAT(float3, final_state_color) +FLAT(float3, final_bone_color) +SMOOTH(float3, view_normal) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_armature_envelope_solid) @@ -203,7 +193,7 @@ DO_STATIC_COMPILATION() TYPEDEF_SOURCE("overlay_shader_shared.hh") VERTEX_IN(0, float3, pos) VERTEX_OUT(overlay_armature_envelope_solid_iface) -PUSH_CONSTANT(bool, isDistance) +PUSH_CONSTANT(bool, is_distance) VERTEX_SOURCE("overlay_armature_envelope_solid_vert.glsl") FRAGMENT_SOURCE("overlay_armature_envelope_solid_frag.glsl") ADDITIONAL_INFO(overlay_frag_output) @@ -221,9 +211,9 @@ OVERLAY_INFO_VARIATIONS(overlay_armature_envelope_solid) * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_armature_stick_iface) -NO_PERSPECTIVE(float, colorFac) -FLAT(float4, finalWireColor) -FLAT(float4, finalInnerColor) +NO_PERSPECTIVE(float, color_fac) +FLAT(float4, final_wire_color) +FLAT(float4, final_inner_color) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_armature_stick_base) diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_background_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_background_info.hh index 947bf4bfaad..383c395e37f 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_background_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_background_info.hh @@ -19,12 +19,12 @@ GPU_SHADER_CREATE_INFO(overlay_background) DO_STATIC_COMPILATION() TYPEDEF_SOURCE("overlay_shader_shared.hh") -SAMPLER(0, FLOAT_2D, colorBuffer) -SAMPLER(1, DEPTH_2D, depthBuffer) -PUSH_CONSTANT(int, bgType) -PUSH_CONSTANT(float4, colorOverride) +SAMPLER(0, FLOAT_2D, color_buffer) +SAMPLER(1, DEPTH_2D, depth_buffer) +PUSH_CONSTANT(int, bg_type) +PUSH_CONSTANT(float4, color_override) FRAGMENT_SOURCE("overlay_background_frag.glsl") -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) ADDITIONAL_INFO(gpu_fullscreen) ADDITIONAL_INFO(draw_globals) GPU_SHADER_CREATE_END() @@ -34,7 +34,7 @@ DO_STATIC_COMPILATION() PUSH_CONSTANT(float4, ucolor) PUSH_CONSTANT_ARRAY(float3, boundbox, 8) VERTEX_SOURCE("overlay_clipbound_vert.glsl") -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) FRAGMENT_SOURCE("overlay_uniform_color_frag.glsl") ADDITIONAL_INFO(draw_view) GPU_SHADER_CREATE_END() diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh index 6b01a5ccc14..0192a8bf40a 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh @@ -24,13 +24,13 @@ #include "overlay_common_info.hh" GPU_SHADER_INTERFACE_INFO(overlay_edit_flat_color_iface) -FLAT(float4, finalColor) +FLAT(float4, final_color) GPU_SHADER_INTERFACE_END() GPU_SHADER_INTERFACE_INFO(overlay_edit_smooth_color_iface) -SMOOTH(float4, finalColor) +SMOOTH(float4, final_color) GPU_SHADER_INTERFACE_END() GPU_SHADER_INTERFACE_INFO(overlay_edit_nopersp_color_iface) -NO_PERSPECTIVE(float4, finalColor) +NO_PERSPECTIVE(float4, final_color) GPU_SHADER_INTERFACE_END() /* -------------------------------------------------------------------- */ @@ -39,27 +39,27 @@ GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_edit_mesh_common) DEFINE_VALUE("blender_srgb_to_framebuffer_space(a)", "a") -SAMPLER(0, DEPTH_2D, depthTex) +SAMPLER(0, DEPTH_2D, depth_tx) DEFINE("LINE_OUTPUT") -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) /* Per view factor. */ PUSH_CONSTANT(float, ndc_offset_factor) /* Per pass factor. */ PUSH_CONSTANT(float, ndc_offset) -PUSH_CONSTANT(bool, wireShading) -PUSH_CONSTANT(bool, selectFace) -PUSH_CONSTANT(bool, selectEdge) +PUSH_CONSTANT(bool, wire_shading) +PUSH_CONSTANT(bool, select_face) +PUSH_CONSTANT(bool, select_edge) PUSH_CONSTANT(float, alpha) -PUSH_CONSTANT(float, retopologyOffset) -PUSH_CONSTANT(int4, dataMask) +PUSH_CONSTANT(float, retopology_offset) +PUSH_CONSTANT(int4, data_mask) ADDITIONAL_INFO(draw_globals) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(overlay_edit_mesh_depth) DO_STATIC_COMPILATION() VERTEX_IN(0, float3, pos) -PUSH_CONSTANT(float, retopologyOffset) +PUSH_CONSTANT(float, retopology_offset) VERTEX_SOURCE("overlay_edit_mesh_depth_vert.glsl") FRAGMENT_SOURCE("overlay_depth_only_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -70,8 +70,8 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_CLIP_VARIATION(overlay_edit_mesh_depth) GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_vert_iface) -SMOOTH(float4, finalColor) -SMOOTH(float, vertexCrease) +SMOOTH(float4, final_color) +SMOOTH(float, vertex_crease) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_edit_mesh_vert) @@ -93,14 +93,14 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_CLIP_VARIATION(overlay_edit_mesh_vert) GPU_SHADER_NAMED_INTERFACE_INFO(overlay_edit_mesh_edge_geom_iface, geometry_out) -SMOOTH(float4, finalColor) +SMOOTH(float4, final_color) GPU_SHADER_NAMED_INTERFACE_END(geometry_out) GPU_SHADER_NAMED_INTERFACE_INFO(overlay_edit_mesh_edge_geom_flat_iface, geometry_flat_out) -FLAT(float4, finalColorOuter) +FLAT(float4, final_color_outer) GPU_SHADER_NAMED_INTERFACE_END(geometry_flat_out) GPU_SHADER_NAMED_INTERFACE_INFO(overlay_edit_mesh_edge_geom_noperspective_iface, geometry_noperspective_out) -NO_PERSPECTIVE(float, edgeCoord) +NO_PERSPECTIVE(float, edge_coord) GPU_SHADER_NAMED_INTERFACE_END(geometry_noperspective_out) GPU_SHADER_CREATE_INFO(overlay_edit_mesh_edge) @@ -162,15 +162,15 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_edit_mesh_facedot) GPU_SHADER_CREATE_INFO(overlay_edit_mesh_normal) PUSH_CONSTANT(int2, gpu_attr_0) PUSH_CONSTANT(int2, gpu_attr_1) -SAMPLER(0, DEPTH_2D, depthTex) -PUSH_CONSTANT(float, normalSize) -PUSH_CONSTANT(float, normalScreenSize) +SAMPLER(0, DEPTH_2D, depth_tx) +PUSH_CONSTANT(float, normal_size) +PUSH_CONSTANT(float, normal_screen_size) PUSH_CONSTANT(float, alpha) -PUSH_CONSTANT(bool, isConstantScreenSizeNormals) +PUSH_CONSTANT(bool, is_constant_screen_size_normals) VERTEX_OUT(overlay_edit_flat_color_iface) DEFINE("LINE_OUTPUT") -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) VERTEX_SOURCE("overlay_edit_mesh_normal_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") GPU_SHADER_CREATE_END() @@ -265,16 +265,16 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_CLIP_VARIATION(overlay_mesh_vert_normal_subdiv) GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_analysis_iface) -SMOOTH(float4, weightColor) +SMOOTH(float4, weight_color) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_edit_mesh_analysis) DO_STATIC_COMPILATION() VERTEX_IN(0, float3, pos) VERTEX_IN(1, float, weight) -SAMPLER(0, FLOAT_1D, weightTex) -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +SAMPLER(0, FLOAT_1D, weight_tx) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) VERTEX_OUT(overlay_edit_mesh_analysis_iface) VERTEX_SOURCE("overlay_edit_mesh_analysis_vert.glsl") FRAGMENT_SOURCE("overlay_edit_mesh_analysis_frag.glsl") @@ -288,7 +288,7 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_edit_mesh_analysis) GPU_SHADER_CREATE_INFO(overlay_edit_mesh_skin_root) DO_STATIC_COMPILATION() VERTEX_OUT(overlay_edit_flat_color_iface) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_edit_mesh_skin_root_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") ADDITIONAL_INFO(draw_view) @@ -308,10 +308,10 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_edit_mesh_skin_root) * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_edit_uv_iface) -SMOOTH(float, selectionFac) -FLAT(float2, stippleStart) -NO_PERSPECTIVE(float, edgeCoord) -NO_PERSPECTIVE(float2, stipplePos) +SMOOTH(float, selection_fac) +FLAT(float2, stipple_start) +NO_PERSPECTIVE(float, edge_coord) +NO_PERSPECTIVE(float2, stipple_pos) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_edit_uv_edges) @@ -320,13 +320,13 @@ STORAGE_BUF_FREQ(0, READ, float, au[], GEOMETRY) STORAGE_BUF_FREQ(1, READ, uint, data[], GEOMETRY) PUSH_CONSTANT(int2, gpu_attr_0) PUSH_CONSTANT(int2, gpu_attr_1) -PUSH_CONSTANT(int, lineStyle) -PUSH_CONSTANT(bool, doSmoothWire) +PUSH_CONSTANT(int, line_style) +PUSH_CONSTANT(bool, do_smooth_wire) PUSH_CONSTANT(float, alpha) -PUSH_CONSTANT(float, dashLength) +PUSH_CONSTANT(float, dash_length) SPECIALIZATION_CONSTANT(bool, use_edge_select, false) VERTEX_OUT(overlay_edit_uv_iface) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_edit_uv_edges_vert.glsl") FRAGMENT_SOURCE("overlay_edit_uv_edges_frag.glsl") TYPEDEF_SOURCE("overlay_shader_shared.hh") @@ -342,9 +342,9 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_faces) DO_STATIC_COMPILATION() VERTEX_IN(0, float2, au) VERTEX_IN(1, uint, flag) -PUSH_CONSTANT(float, uvOpacity) +PUSH_CONSTANT(float, uv_opacity) VERTEX_OUT(overlay_edit_flat_color_iface) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_edit_uv_faces_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") ADDITIONAL_INFO(draw_view) @@ -358,9 +358,9 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_face_dots) DO_STATIC_COMPILATION() VERTEX_IN(0, float2, au) VERTEX_IN(1, uint, flag) -PUSH_CONSTANT(float, pointSize) +PUSH_CONSTANT(float, dot_size) VERTEX_OUT(overlay_edit_flat_color_iface) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_edit_uv_face_dots_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") ADDITIONAL_INFO(draw_view) @@ -369,8 +369,8 @@ ADDITIONAL_INFO(draw_globals) GPU_SHADER_CREATE_END() GPU_SHADER_INTERFACE_INFO(overlay_edit_uv_vert_iface) -SMOOTH(float4, fillColor) -SMOOTH(float4, outlineColor) +SMOOTH(float4, fill_color) +SMOOTH(float4, outline_color) SMOOTH(float4, radii) GPU_SHADER_INTERFACE_END() @@ -378,11 +378,11 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_verts) DO_STATIC_COMPILATION() VERTEX_IN(0, float2, au) VERTEX_IN(1, uint, flag) -PUSH_CONSTANT(float, pointSize) -PUSH_CONSTANT(float, outlineWidth) +PUSH_CONSTANT(float, dot_size) +PUSH_CONSTANT(float, outline_width) PUSH_CONSTANT(float4, color) VERTEX_OUT(overlay_edit_uv_vert_iface) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_edit_uv_verts_vert.glsl") FRAGMENT_SOURCE("overlay_edit_uv_verts_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -394,7 +394,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_tiled_image_borders) DO_STATIC_COMPILATION() VERTEX_IN(0, float3, pos) PUSH_CONSTANT(float4, ucolor) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_edit_uv_tiled_image_borders_vert.glsl") FRAGMENT_SOURCE("overlay_uniform_color_frag.glsl") PUSH_CONSTANT(float3, tile_pos) @@ -411,11 +411,11 @@ DO_STATIC_COMPILATION() VERTEX_IN(0, float3, pos) VERTEX_OUT(edit_uv_image_iface) VERTEX_SOURCE("overlay_edit_uv_image_vert.glsl") -SAMPLER(0, FLOAT_2D, imgTexture) -PUSH_CONSTANT(bool, imgPremultiplied) -PUSH_CONSTANT(bool, imgAlphaBlend) +SAMPLER(0, FLOAT_2D, img_tx) +PUSH_CONSTANT(bool, img_premultiplied) +PUSH_CONSTANT(bool, img_alpha_blend) PUSH_CONSTANT(float4, ucolor) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) FRAGMENT_SOURCE("overlay_image_frag.glsl") PUSH_CONSTANT(float2, brush_offset) PUSH_CONSTANT(float2, brush_scale) @@ -426,10 +426,10 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_mask_image) DO_STATIC_COMPILATION() VERTEX_IN(0, float3, pos) VERTEX_OUT(edit_uv_image_iface) -SAMPLER(0, FLOAT_2D, imgTexture) +SAMPLER(0, FLOAT_2D, img_tx) PUSH_CONSTANT(float4, color) PUSH_CONSTANT(float, opacity) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_edit_uv_image_vert.glsl") FRAGMENT_SOURCE("overlay_edit_uv_image_mask_frag.glsl") PUSH_CONSTANT(float2, brush_offset) @@ -448,7 +448,7 @@ VERTEX_IN(0, float2, pos) PUSH_CONSTANT(float2, aspect) PUSH_CONSTANT(float, stretch_opacity) VERTEX_OUT(overlay_edit_nopersp_color_iface) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_edit_uv_stretching_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") GPU_SHADER_CREATE_END() @@ -456,7 +456,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(overlay_edit_uv_stretching_area) DO_STATIC_COMPILATION() VERTEX_IN(1, float, ratio) -PUSH_CONSTANT(float, totalAreaRatio) +PUSH_CONSTANT(float, total_area_ratio) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_modelmat) ADDITIONAL_INFO(draw_globals) @@ -488,12 +488,12 @@ STORAGE_BUF_FREQ(1, READ, uint, data[], GEOMETRY) PUSH_CONSTANT(int2, gpu_attr_0) PUSH_CONSTANT(int2, gpu_attr_1) VERTEX_OUT(overlay_edit_smooth_color_iface) -PUSH_CONSTANT(bool, showCurveHandles) -PUSH_CONSTANT(int, curveHandleDisplay) +PUSH_CONSTANT(bool, show_curve_handles) +PUSH_CONSTANT(int, curve_handle_display) PUSH_CONSTANT(float, alpha) DEFINE("LINE_OUTPUT") -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) VERTEX_SOURCE("overlay_edit_curve_handle_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") ADDITIONAL_INFO(draw_view) @@ -510,9 +510,9 @@ TYPEDEF_SOURCE("overlay_shader_shared.hh") VERTEX_IN(0, float3, pos) VERTEX_IN(1, uint, data) VERTEX_OUT(overlay_edit_flat_color_iface) -PUSH_CONSTANT(bool, showCurveHandles) -PUSH_CONSTANT(int, curveHandleDisplay) -FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(bool, show_curve_handles) +PUSH_CONSTANT(int, curve_handle_display) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_edit_curve_point_vert.glsl") FRAGMENT_SOURCE("overlay_point_varying_color_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -528,9 +528,9 @@ VERTEX_IN(0, float3, pos) VERTEX_IN(1, float3, nor) VERTEX_IN(2, float3, tangent) VERTEX_IN(3, float, rad) -PUSH_CONSTANT(float, normalSize) +PUSH_CONSTANT(float, normal_size) VERTEX_OUT(overlay_edit_flat_color_iface) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_edit_curve_wire_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") ADDITIONAL_INFO(draw_view) @@ -550,10 +550,10 @@ PUSH_CONSTANT(int2, gpu_attr_0) PUSH_CONSTANT(int2, gpu_attr_1) PUSH_CONSTANT(int2, gpu_attr_2) PUSH_CONSTANT(int2, gpu_attr_3) -PUSH_CONSTANT(float, normalSize) +PUSH_CONSTANT(float, normal_size) PUSH_CONSTANT(bool, use_hq_normals) VERTEX_OUT(overlay_edit_flat_color_iface) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_edit_curve_normals_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") ADDITIONAL_INFO(draw_view) @@ -580,8 +580,8 @@ PUSH_CONSTANT(int2, gpu_attr_0) PUSH_CONSTANT(int2, gpu_attr_1) PUSH_CONSTANT(int2, gpu_attr_2) VERTEX_OUT(overlay_edit_smooth_color_iface) -PUSH_CONSTANT(int, curveHandleDisplay) -FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(int, curve_handle_display) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_edit_curves_handle_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") ADDITIONAL_INFO(draw_view) @@ -602,14 +602,14 @@ VERTEX_IN(2, float, selection) #if 1 /* TODO(fclem): Required for legacy gpencil overlay. To be moved to specialized shader. */ TYPEDEF_SOURCE("gpencil_shader_shared.hh") VERTEX_IN(3, uint, vflag) -PUSH_CONSTANT(bool, doStrokeEndpoints) +PUSH_CONSTANT(bool, do_stroke_endpoints) #endif VERTEX_OUT(overlay_edit_flat_color_iface) -SAMPLER(0, FLOAT_1D, weightTex) -PUSH_CONSTANT(bool, useWeight) -PUSH_CONSTANT(bool, useGreasePencil) -PUSH_CONSTANT(int, curveHandleDisplay) -FRAGMENT_OUT(0, float4, fragColor) +SAMPLER(0, FLOAT_1D, weight_tx) +PUSH_CONSTANT(bool, use_weight) +PUSH_CONSTANT(bool, use_grease_pencil) +PUSH_CONSTANT(int, curve_handle_display) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_edit_particle_point_vert.glsl") FRAGMENT_SOURCE("overlay_point_varying_color_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -630,8 +630,8 @@ VERTEX_IN(0, float3, pos) VERTEX_IN(1, uint, data) VERTEX_OUT(overlay_edit_flat_color_iface) DEFINE("LINE_OUTPUT") -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) VERTEX_SOURCE("overlay_edit_lattice_point_vert.glsl") FRAGMENT_SOURCE("overlay_point_varying_color_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -643,11 +643,11 @@ OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_edit_lattice_point, overlay_edit_lattic GPU_SHADER_CREATE_INFO(overlay_edit_lattice_wire_base) VERTEX_IN(0, float3, pos) VERTEX_IN(1, float, weight) -SAMPLER(0, FLOAT_1D, weightTex) +SAMPLER(0, FLOAT_1D, weight_tx) VERTEX_OUT(overlay_edit_smooth_color_iface) DEFINE("LINE_OUTPUT") -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) VERTEX_SOURCE("overlay_edit_lattice_wire_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") ADDITIONAL_INFO(draw_view) @@ -666,11 +666,11 @@ GPU_SHADER_CREATE_INFO(overlay_edit_particle_strand) DO_STATIC_COMPILATION() VERTEX_IN(0, float3, pos) VERTEX_IN(1, float, selection) -SAMPLER(0, FLOAT_1D, weightTex) -PUSH_CONSTANT(bool, useWeight) -PUSH_CONSTANT(bool, useGreasePencil) +SAMPLER(0, FLOAT_1D, weight_tx) +PUSH_CONSTANT(bool, use_weight) +PUSH_CONSTANT(bool, use_grease_pencil) VERTEX_OUT(overlay_edit_smooth_color_iface) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_edit_particle_strand_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") ADDITIONAL_INFO(draw_view) @@ -685,15 +685,15 @@ DO_STATIC_COMPILATION() VERTEX_IN(0, float3, pos) VERTEX_IN(1, float, selection) VERTEX_OUT(overlay_edit_flat_color_iface) -SAMPLER(0, FLOAT_1D, weightTex) -PUSH_CONSTANT(bool, useWeight) -PUSH_CONSTANT(bool, useGreasePencil) -FRAGMENT_OUT(0, float4, fragColor) +SAMPLER(0, FLOAT_1D, weight_tx) +PUSH_CONSTANT(bool, use_weight) +PUSH_CONSTANT(bool, use_grease_pencil) +FRAGMENT_OUT(0, float4, frag_color) #if 1 /* TODO(fclem): Required for legacy gpencil overlay. To be moved to specialized shader. */ TYPEDEF_SOURCE("gpencil_shader_shared.hh") TYPEDEF_SOURCE("overlay_shader_shared.hh") VERTEX_IN(3, uint, vflag) -PUSH_CONSTANT(bool, doStrokeEndpoints) +PUSH_CONSTANT(bool, do_stroke_endpoints) #endif VERTEX_SOURCE("overlay_edit_particle_point_vert.glsl") FRAGMENT_SOURCE("overlay_point_varying_color_frag.glsl") @@ -714,8 +714,8 @@ GPU_SHADER_CREATE_INFO(overlay_edit_pointcloud_base) VERTEX_IN(0, float4, pos_rad) VERTEX_OUT(overlay_edit_flat_color_iface) DEFINE("LINE_OUTPUT") -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) VERTEX_SOURCE("overlay_edit_pointcloud_vert.glsl") FRAGMENT_SOURCE("overlay_point_varying_color_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -772,8 +772,8 @@ VERTEX_OUT(overlay_depth_only_gpencil_noperspective_iface) VERTEX_SOURCE("overlay_depth_only_gpencil_vert.glsl") FRAGMENT_SOURCE("overlay_depth_only_gpencil_frag.glsl") DEPTH_WRITE(DepthWrite::ANY) -PUSH_CONSTANT(bool, gpStrokeOrder3d) /* TODO(fclem): Move to a GPencil object UBO. */ -PUSH_CONSTANT(float4, gpDepthPlane) /* TODO(fclem): Move to a GPencil object UBO. */ +PUSH_CONSTANT(bool, gp_stroke_order3d) /* TODO(fclem): Move to a GPencil object UBO. */ +PUSH_CONSTANT(float4, gp_depth_plane) /* TODO(fclem): Move to a GPencil object UBO. */ ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_globals) ADDITIONAL_INFO(draw_gpencil) @@ -813,8 +813,8 @@ DO_STATIC_COMPILATION() VERTEX_IN(0, float3, pos) PUSH_CONSTANT(float4, ucolor) DEFINE("LINE_OUTPUT") -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) VERTEX_SOURCE("overlay_depth_only_vert.glsl") FRAGMENT_SOURCE("overlay_uniform_color_frag.glsl") ADDITIONAL_INFO(draw_view) diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh index 1f4c9b5274d..31ee8d51e89 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh @@ -22,9 +22,9 @@ * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_extra_iface) -NO_PERSPECTIVE(float2, edgePos) -FLAT(float2, edgeStart) -FLAT(float4, finalColor) +NO_PERSPECTIVE(float2, edge_pos) +FLAT(float2, edge_start) +FLAT(float4, final_color) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_extra) @@ -33,8 +33,8 @@ TYPEDEF_SOURCE("overlay_shader_shared.hh") VERTEX_IN(0, float3, pos) VERTEX_IN(1, int, vclass) VERTEX_OUT(overlay_extra_iface) -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) VERTEX_SOURCE("overlay_extra_vert.glsl") FRAGMENT_SOURCE("overlay_extra_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -59,15 +59,15 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_extra_spot_cone) * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_extra_grid_iface) -FLAT(float4, finalColor) +FLAT(float4, final_color) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_extra_grid_base) -SAMPLER(0, DEPTH_2D, depthBuffer) -PUSH_CONSTANT(float4x4, gridModelMatrix) -PUSH_CONSTANT(bool, isTransform) +SAMPLER(0, DEPTH_2D, depth_buffer) +PUSH_CONSTANT(float4x4, grid_model_matrix) +PUSH_CONSTANT(bool, is_transform) VERTEX_OUT(overlay_extra_grid_iface) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_extra_lightprobe_grid_vert.glsl") FRAGMENT_SOURCE("overlay_point_varying_color_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -87,8 +87,8 @@ DO_STATIC_COMPILATION() VERTEX_IN(0, float3, pos) /* Instance attributes. */ VERTEX_OUT(overlay_extra_iface) -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) VERTEX_SOURCE("overlay_extra_groundline_vert.glsl") FRAGMENT_SOURCE("overlay_extra_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -107,13 +107,13 @@ OVERLAY_INFO_VARIATIONS(overlay_extra_groundline) GPU_SHADER_INTERFACE_INFO(overlay_extra_wire_iface) NO_PERSPECTIVE(float2, stipple_coord) FLAT(float2, stipple_start) -FLAT(float4, finalColor) +FLAT(float4, final_color) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_extra_wire_base) VERTEX_OUT(overlay_extra_wire_iface) -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) VERTEX_SOURCE("overlay_extra_wire_vert.glsl") FRAGMENT_SOURCE("overlay_extra_wire_frag.glsl") TYPEDEF_SOURCE("overlay_shader_shared.hh") @@ -133,8 +133,8 @@ VERTEX_IN(1, float4, color) /* If colorid is equal to 0 (i.e: Not specified) use color attribute and stippling. */ VERTEX_IN(2, int, colorid) VERTEX_OUT(overlay_extra_wire_iface) -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) VERTEX_SOURCE("overlay_extra_wire_vert.glsl") FRAGMENT_SOURCE("overlay_extra_wire_frag.glsl") DEFINE("OBJECT_WIRE") @@ -152,15 +152,15 @@ OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_extra_wire_object, overlay_extra_wire_o GPU_SHADER_INTERFACE_INFO(overlay_extra_point_iface) FLAT(float4, radii) -FLAT(float4, fillColor) -FLAT(float4, outlineColor) +FLAT(float4, fill_color) +FLAT(float4, outline_color) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_extra_point_base) /* TODO(fclem): Move the vertex shader to Overlay engine and remove this bypass. */ DEFINE_VALUE("blender_srgb_to_framebuffer_space(a)", "a") VERTEX_OUT(overlay_extra_point_iface) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_extra_point_vert.glsl") FRAGMENT_SOURCE("overlay_point_varying_color_varying_outline_aa_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -172,13 +172,13 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_extra_point, overlay_extra_point_base) GPU_SHADER_INTERFACE_INFO(overlay_extra_loose_point_iface) -SMOOTH(float4, finalColor) +SMOOTH(float4, final_color) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_extra_loose_point_base) VERTEX_OUT(overlay_extra_loose_point_iface) -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) VERTEX_SOURCE("overlay_extra_loose_point_vert.glsl") FRAGMENT_SOURCE("overlay_extra_loose_point_frag.glsl") TYPEDEF_SOURCE("overlay_shader_shared.hh") @@ -203,14 +203,14 @@ GPU_SHADER_CREATE_INFO(overlay_motion_path_line) DO_STATIC_COMPILATION() STORAGE_BUF_FREQ(0, READ, float, pos[], GEOMETRY) PUSH_CONSTANT(int2, gpu_attr_0) -PUSH_CONSTANT(int4, mpathLineSettings) +PUSH_CONSTANT(int4, mpath_line_settings) PUSH_CONSTANT(bool, selected) -PUSH_CONSTANT(float3, customColorPre) -PUSH_CONSTANT(float3, customColorPost) -PUSH_CONSTANT(int, lineThickness) /* In pixels. */ +PUSH_CONSTANT(float3, custom_color_pre) +PUSH_CONSTANT(float3, custom_color_post) +PUSH_CONSTANT(int, line_thickness) /* In pixels. */ PUSH_CONSTANT(float4x4, camera_space_matrix) VERTEX_OUT(overlay_motion_path_line_iface) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_motion_path_line_vert.glsl") FRAGMENT_SOURCE("overlay_motion_path_line_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -221,7 +221,7 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_CLIP_VARIATION(overlay_motion_path_line) GPU_SHADER_INTERFACE_INFO(overlay_motion_path_point_iface) -FLAT(float4, finalColor) +FLAT(float4, final_color) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_motion_path_point) @@ -229,13 +229,13 @@ DO_STATIC_COMPILATION() TYPEDEF_SOURCE("overlay_shader_shared.hh") VERTEX_IN(0, float3, pos) VERTEX_IN(1, int, flag) -PUSH_CONSTANT(int4, mpathPointSettings) -PUSH_CONSTANT(bool, showKeyFrames) -PUSH_CONSTANT(float3, customColorPre) -PUSH_CONSTANT(float3, customColorPost) +PUSH_CONSTANT(int4, mpath_point_settings) +PUSH_CONSTANT(bool, show_key_frames) +PUSH_CONSTANT(float3, custom_color_pre) +PUSH_CONSTANT(float3, custom_color_post) PUSH_CONSTANT(float4x4, camera_space_matrix) VERTEX_OUT(overlay_motion_path_point_iface) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_motion_path_point_vert.glsl") FRAGMENT_SOURCE("overlay_point_varying_color_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -255,15 +255,15 @@ SMOOTH(float2, uvs) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_image_base) -PUSH_CONSTANT(bool, depthSet) -PUSH_CONSTANT(bool, isCameraBackground) -PUSH_CONSTANT(bool, imgPremultiplied) -PUSH_CONSTANT(bool, imgAlphaBlend) +PUSH_CONSTANT(bool, depth_set) +PUSH_CONSTANT(bool, is_camera_background) +PUSH_CONSTANT(bool, img_premultiplied) +PUSH_CONSTANT(bool, img_alpha_blend) PUSH_CONSTANT(float4, ucolor) VERTEX_IN(0, float3, pos) VERTEX_OUT(overlay_image_iface) -SAMPLER(0, FLOAT_2D, imgTexture) -FRAGMENT_OUT(0, float4, fragColor) +SAMPLER(0, FLOAT_2D, img_tx) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_image_vert.glsl") FRAGMENT_SOURCE("overlay_image_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -290,12 +290,12 @@ GPU_SHADER_CREATE_INFO(overlay_gpencil_canvas) DO_STATIC_COMPILATION() VERTEX_OUT(overlay_extra_iface) PUSH_CONSTANT(float4, color) -PUSH_CONSTANT(float3, xAxis) -PUSH_CONSTANT(float3, yAxis) +PUSH_CONSTANT(float3, x_axis) +PUSH_CONSTANT(float3, y_axis) PUSH_CONSTANT(float3, origin) -PUSH_CONSTANT(int, halfLineCount) -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +PUSH_CONSTANT(int, half_line_count) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) VERTEX_SOURCE("overlay_edit_gpencil_canvas_vert.glsl") FRAGMENT_SOURCE("overlay_extra_frag.glsl") ADDITIONAL_INFO(draw_mesh) @@ -312,18 +312,18 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_gpencil_canvas) * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_particle_iface) -FLAT(float4, finalColor) +FLAT(float4, final_color) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_particle_dot_base) -SAMPLER(0, FLOAT_1D, weightTex) +SAMPLER(0, FLOAT_1D, weight_tx) PUSH_CONSTANT(float4, ucolor) /* Draw-size packed in alpha. */ VERTEX_IN(0, float3, part_pos) VERTEX_IN(1, float4, part_rot) VERTEX_IN(2, float, part_val) VERTEX_OUT(overlay_particle_iface) -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) VERTEX_SOURCE("overlay_particle_vert.glsl") FRAGMENT_SOURCE("overlay_particle_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -334,14 +334,14 @@ OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_particle_dot, overlay_particle_dot_base GPU_SHADER_CREATE_INFO(overlay_particle_shape_base) TYPEDEF_SOURCE("overlay_shader_shared.hh") -SAMPLER(0, FLOAT_1D, weightTex) +SAMPLER(0, FLOAT_1D, weight_tx) PUSH_CONSTANT(float4, ucolor) /* Draw-size packed in alpha. */ PUSH_CONSTANT(int, shape_type) /* Use first attribute to only bind one buffer. */ STORAGE_BUF_FREQ(0, READ, ParticlePointData, part_pos[], GEOMETRY) VERTEX_OUT(overlay_extra_iface) -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) VERTEX_SOURCE("overlay_particle_shape_vert.glsl") FRAGMENT_SOURCE("overlay_particle_shape_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -354,12 +354,12 @@ GPU_SHADER_CREATE_INFO(overlay_particle_hair_base) TYPEDEF_SOURCE("overlay_shader_shared.hh") VERTEX_IN(0, float3, pos) VERTEX_IN(1, float3, nor) -PUSH_CONSTANT(int, colorType) -PUSH_CONSTANT(bool, isTransform) -PUSH_CONSTANT(bool, useColoring) +PUSH_CONSTANT(int, color_type) +PUSH_CONSTANT(bool, is_transform) +PUSH_CONSTANT(bool, use_coloring) VERTEX_OUT(overlay_extra_iface) -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) VERTEX_SOURCE("overlay_particle_hair_vert.glsl") FRAGMENT_SOURCE("overlay_particle_shape_frag.glsl") ADDITIONAL_INFO(draw_view) diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_facing_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_facing_info.hh index c0a2774292e..dd9672d088e 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_facing_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_facing_info.hh @@ -17,7 +17,7 @@ GPU_SHADER_CREATE_INFO(overlay_facing_base) VERTEX_IN(0, float3, pos) VERTEX_SOURCE("overlay_facing_vert.glsl") FRAGMENT_SOURCE("overlay_facing_frag.glsl") -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_globals) GPU_SHADER_CREATE_END() diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_grid_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_grid_info.hh index 905a55567db..76d5c41fb32 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_grid_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_grid_info.hh @@ -39,9 +39,9 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(overlay_grid_background) DO_STATIC_COMPILATION() VERTEX_IN(0, float3, pos) -SAMPLER(0, DEPTH_2D, depthBuffer) +SAMPLER(0, DEPTH_2D, depth_buffer) PUSH_CONSTANT(float4, ucolor) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_edit_uv_tiled_image_borders_vert.glsl") FRAGMENT_SOURCE("overlay_grid_background_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -55,7 +55,7 @@ GPU_SHADER_CREATE_INFO(overlay_grid_image) DO_STATIC_COMPILATION() VERTEX_IN(0, float3, pos) PUSH_CONSTANT(float4, ucolor) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_edit_uv_tiled_image_borders_vert.glsl") FRAGMENT_SOURCE("overlay_uniform_color_frag.glsl") ADDITIONAL_INFO(draw_view) diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_outline_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_outline_info.hh index aa8d1ce047b..13301601eed 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_outline_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_outline_info.hh @@ -32,7 +32,7 @@ FLAT(uint, ob_id) GPU_SHADER_NAMED_INTERFACE_END(interp) GPU_SHADER_CREATE_INFO(overlay_outline_prepass) -PUSH_CONSTANT(bool, isTransform) +PUSH_CONSTANT(bool, is_transform) VERTEX_OUT(overlay_outline_prepass_iface) /* Using uint because 16bit uint can contain more ids than int. */ FRAGMENT_OUT(0, uint, out_object_id) @@ -96,13 +96,13 @@ GPU_SHADER_NAMED_INTERFACE_END(gp_interp_noperspective) GPU_SHADER_CREATE_INFO(overlay_outline_prepass_gpencil) DO_STATIC_COMPILATION() -PUSH_CONSTANT(bool, isTransform) +PUSH_CONSTANT(bool, is_transform) VERTEX_OUT(overlay_outline_prepass_iface) VERTEX_OUT(overlay_outline_prepass_gpencil_flat_iface) VERTEX_OUT(overlay_outline_prepass_gpencil_noperspective_iface) VERTEX_SOURCE("overlay_outline_prepass_gpencil_vert.glsl") -PUSH_CONSTANT(bool, gpStrokeOrder3d) /* TODO(fclem): Move to a GPencil object UBO. */ -PUSH_CONSTANT(float4, gpDepthPlane) /* TODO(fclem): Move to a GPencil object UBO. */ +PUSH_CONSTANT(bool, gp_stroke_order3d) /* TODO(fclem): Move to a GPencil object UBO. */ +PUSH_CONSTANT(float4, gp_depth_plane) /* TODO(fclem): Move to a GPencil object UBO. */ /* Using uint because 16bit uint can contain more ids than int. */ FRAGMENT_OUT(0, uint, out_object_id) FRAGMENT_SOURCE("overlay_outline_prepass_gpencil_frag.glsl") @@ -137,15 +137,15 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_outline_prepass_pointcloud) GPU_SHADER_CREATE_INFO(overlay_outline_detect) DO_STATIC_COMPILATION() -PUSH_CONSTANT(float, alphaOcclu) -PUSH_CONSTANT(bool, isXrayWires) -PUSH_CONSTANT(bool, doAntiAliasing) -PUSH_CONSTANT(bool, doThickOutlines) -SAMPLER(0, UINT_2D, outlineId) -SAMPLER(1, DEPTH_2D, outlineDepth) -SAMPLER(2, DEPTH_2D, sceneDepth) -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +PUSH_CONSTANT(float, alpha_occlu) +PUSH_CONSTANT(bool, is_xray_wires) +PUSH_CONSTANT(bool, do_anti_aliasing) +PUSH_CONSTANT(bool, do_thick_outlines) +SAMPLER(0, UINT_2D, outline_id_tx) +SAMPLER(1, DEPTH_2D, outline_depth_tx) +SAMPLER(2, DEPTH_2D, scene_depth_tx) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) FRAGMENT_SOURCE("overlay_outline_detect_frag.glsl") ADDITIONAL_INFO(gpu_fullscreen) ADDITIONAL_INFO(draw_view) diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_paint_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_paint_info.hh index 2feff457311..91eec3ab09f 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_paint_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_paint_info.hh @@ -24,7 +24,7 @@ DO_STATIC_COMPILATION() VERTEX_IN(0, float3, pos) VERTEX_IN(1, float4, nor) /* Select flag on the 4th component. */ PUSH_CONSTANT(float4, ucolor) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_paint_face_vert.glsl") FRAGMENT_SOURCE("overlay_uniform_color_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -43,7 +43,7 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_paint_face) * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_overlay_paint_point_iface) -SMOOTH(float4, finalColor) +SMOOTH(float4, final_color) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_paint_point) @@ -51,7 +51,7 @@ DO_STATIC_COMPILATION() VERTEX_IN(0, float3, pos) VERTEX_IN(1, float4, nor) /* Select flag on the 4th component. */ VERTEX_OUT(overlay_overlay_paint_point_iface) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_paint_point_vert.glsl") FRAGMENT_SOURCE("overlay_point_varying_color_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -78,12 +78,12 @@ DO_STATIC_COMPILATION() VERTEX_IN(0, float3, pos) VERTEX_IN(1, float2, mu) /* Masking uv map. */ VERTEX_OUT(overlay_paint_texture_iface) -SAMPLER(0, FLOAT_2D, maskImage) -PUSH_CONSTANT(float3, maskColor) +SAMPLER(0, FLOAT_2D, mask_image) +PUSH_CONSTANT(float3, mask_color) PUSH_CONSTANT(float, opacity) /* `1.0f` by default. */ -PUSH_CONSTANT(bool, maskInvertStencil) -PUSH_CONSTANT(bool, maskImagePremultiplied) -FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(bool, mask_invert_stencil) +PUSH_CONSTANT(bool, mask_image_premultiplied) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_paint_texture_vert.glsl") FRAGMENT_SOURCE("overlay_paint_texture_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -114,10 +114,10 @@ VERTEX_IN(1, float3, pos) VERTEX_IN(2, float3, nor) VERTEX_OUT(overlay_paint_weight_iface) SAMPLER(0, FLOAT_1D, colorramp) -PUSH_CONSTANT(float, opacity) /* `1.0f` by default. */ -PUSH_CONSTANT(bool, drawContours) /* `false` by default. */ -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +PUSH_CONSTANT(float, opacity) /* `1.0f` by default. */ +PUSH_CONSTANT(bool, draw_contours) /* `false` by default. */ +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) VERTEX_SOURCE("overlay_paint_weight_vert.glsl") FRAGMENT_SOURCE("overlay_paint_weight_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -146,7 +146,7 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_paint_weight_fake_shading) * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_paint_wire_iface) -FLAT(float4, finalColor) +FLAT(float4, final_color) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_paint_wire) @@ -154,8 +154,8 @@ DO_STATIC_COMPILATION() VERTEX_IN(0, float3, pos) VERTEX_IN(1, float4, nor) /* flag stored in w */ VERTEX_OUT(overlay_paint_wire_iface) -PUSH_CONSTANT(bool, useSelect) -FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(bool, use_select) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_paint_wire_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") ADDITIONAL_INFO(draw_view) diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_sculpt_curves_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_sculpt_curves_info.hh index 7416dd845b7..e7ad873b07c 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_sculpt_curves_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_sculpt_curves_info.hh @@ -38,9 +38,9 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_CLIP_VARIATION(overlay_sculpt_curves_selection) GPU_SHADER_INTERFACE_INFO(overlay_sculpt_curves_cage_iface) -NO_PERSPECTIVE(float2, edgePos) -FLAT(float2, edgeStart) -SMOOTH(float4, finalColor) +NO_PERSPECTIVE(float2, edge_pos) +FLAT(float2, edge_start) +SMOOTH(float4, final_color) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_sculpt_curves_cage) @@ -48,8 +48,8 @@ DO_STATIC_COMPILATION() VERTEX_IN(0, float3, pos) VERTEX_IN(1, float, selection) VERTEX_OUT(overlay_sculpt_curves_cage_iface) -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) PUSH_CONSTANT(float, opacity) VERTEX_SOURCE("overlay_sculpt_curves_cage_vert.glsl") FRAGMENT_SOURCE("overlay_extra_frag.glsl") diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_sculpt_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_sculpt_info.hh index f6e6cd295ed..3a85af66d10 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_sculpt_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_sculpt_info.hh @@ -16,20 +16,20 @@ GPU_SHADER_INTERFACE_INFO(overlay_sculpt_mask_iface) FLAT(float3, faceset_color) SMOOTH(float, mask_color) -SMOOTH(float4, finalColor) +SMOOTH(float4, final_color) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_sculpt_mask) DO_STATIC_COMPILATION() -PUSH_CONSTANT(float, maskOpacity) -PUSH_CONSTANT(float, faceSetsOpacity) +PUSH_CONSTANT(float, mask_opacity) +PUSH_CONSTANT(float, face_sets_opacity) VERTEX_IN(0, float3, pos) VERTEX_IN(1, float3, fset) VERTEX_IN(2, float, msk) VERTEX_OUT(overlay_sculpt_mask_iface) VERTEX_SOURCE("overlay_sculpt_mask_vert.glsl") FRAGMENT_SOURCE("overlay_sculpt_mask_frag.glsl") -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_modelmat) ADDITIONAL_INFO(draw_globals) diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_viewer_attribute_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_viewer_attribute_info.hh index 0ccc42517e3..5dcf515e856 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_viewer_attribute_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_viewer_attribute_info.hh @@ -21,7 +21,7 @@ #include "overlay_common_info.hh" GPU_SHADER_INTERFACE_INFO(overlay_viewer_attribute_iface) -SMOOTH(float4, finalColor) +SMOOTH(float4, final_color) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_viewer_attribute_common) @@ -33,7 +33,7 @@ DO_STATIC_COMPILATION() VERTEX_SOURCE("overlay_viewer_attribute_mesh_vert.glsl") FRAGMENT_SOURCE("overlay_viewer_attribute_frag.glsl") FRAGMENT_OUT(0, float4, out_color) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(1, float4, line_output) VERTEX_IN(0, float3, pos) VERTEX_IN(1, float4, attribute_value) VERTEX_OUT(overlay_viewer_attribute_iface) @@ -50,7 +50,7 @@ DO_STATIC_COMPILATION() VERTEX_SOURCE("overlay_viewer_attribute_pointcloud_vert.glsl") FRAGMENT_SOURCE("overlay_viewer_attribute_frag.glsl") FRAGMENT_OUT(0, float4, out_color) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(1, float4, line_output) SAMPLER(3, FLOAT_BUFFER, attribute_tx) VERTEX_OUT(overlay_viewer_attribute_iface) ADDITIONAL_INFO(overlay_viewer_attribute_common) @@ -67,7 +67,7 @@ DO_STATIC_COMPILATION() VERTEX_SOURCE("overlay_viewer_attribute_curve_vert.glsl") FRAGMENT_SOURCE("overlay_viewer_attribute_frag.glsl") FRAGMENT_OUT(0, float4, out_color) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(1, float4, line_output) VERTEX_IN(0, float3, pos) VERTEX_IN(1, float4, attribute_value) VERTEX_OUT(overlay_viewer_attribute_iface) @@ -84,7 +84,7 @@ DO_STATIC_COMPILATION() VERTEX_SOURCE("overlay_viewer_attribute_curves_vert.glsl") FRAGMENT_SOURCE("overlay_viewer_attribute_frag.glsl") FRAGMENT_OUT(0, float4, out_color) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(1, float4, line_output) SAMPLER(1, FLOAT_BUFFER, color_tx) PUSH_CONSTANT(bool, is_point_domain) VERTEX_OUT(overlay_viewer_attribute_iface) diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_volume_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_volume_info.hh index c120f88534e..8a5e6af9809 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_volume_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_volume_info.hh @@ -22,27 +22,27 @@ * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_volume_velocity_iface) -SMOOTH(float4, finalColor) +SMOOTH(float4, final_color) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_volume_velocity) -SAMPLER(0, FLOAT_3D, velocityX) -SAMPLER(1, FLOAT_3D, velocityY) -SAMPLER(2, FLOAT_3D, velocityZ) -PUSH_CONSTANT(float, displaySize) -PUSH_CONSTANT(float, slicePosition) -PUSH_CONSTANT(int, sliceAxis) -PUSH_CONSTANT(bool, scaleWithMagnitude) -PUSH_CONSTANT(bool, isCellCentered) +SAMPLER(0, FLOAT_3D, velocity_x) +SAMPLER(1, FLOAT_3D, velocity_y) +SAMPLER(2, FLOAT_3D, velocity_z) +PUSH_CONSTANT(float, display_size) +PUSH_CONSTANT(float, slice_position) +PUSH_CONSTANT(int, slice_axis) +PUSH_CONSTANT(bool, scale_with_magnitude) +PUSH_CONSTANT(bool, is_cell_centered) /* FluidDomainSettings.cell_size */ -PUSH_CONSTANT(float3, cellSize) +PUSH_CONSTANT(float3, cell_size) /* FluidDomainSettings.p0 */ -PUSH_CONSTANT(float3, domainOriginOffset) +PUSH_CONSTANT(float3, domain_origin_offset) /* FluidDomainSettings.res_min */ -PUSH_CONSTANT(int3, adaptiveCellOffset) +PUSH_CONSTANT(int3, adaptive_cell_offset) PUSH_CONSTANT(int, in_select_id) VERTEX_OUT(overlay_volume_velocity_iface) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_volume_velocity_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") GPU_SHADER_CREATE_END() @@ -59,9 +59,9 @@ OVERLAY_INFO_SELECT_VARIATION(overlay_volume_velocity_streamline) GPU_SHADER_CREATE_INFO(overlay_volume_velocity_mac) DO_STATIC_COMPILATION() DEFINE("USE_MAC") -PUSH_CONSTANT(bool, drawMACX) -PUSH_CONSTANT(bool, drawMACY) -PUSH_CONSTANT(bool, drawMACZ) +PUSH_CONSTANT(bool, draw_macx) +PUSH_CONSTANT(bool, draw_macy) +PUSH_CONSTANT(bool, draw_macz) ADDITIONAL_INFO(draw_volume) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(overlay_volume_velocity) @@ -86,23 +86,23 @@ OVERLAY_INFO_SELECT_VARIATION(overlay_volume_velocity_needle) * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_volume_gridlines_iface) -FLAT(float4, finalColor) +FLAT(float4, final_color) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_volume_gridlines) -PUSH_CONSTANT(float, slicePosition) -PUSH_CONSTANT(int, sliceAxis) +PUSH_CONSTANT(float, slice_position) +PUSH_CONSTANT(int, slice_axis) /* FluidDomainSettings.res */ -PUSH_CONSTANT(int3, volumeSize) +PUSH_CONSTANT(int3, volume_size) /* FluidDomainSettings.cell_size */ -PUSH_CONSTANT(float3, cellSize) +PUSH_CONSTANT(float3, cell_size) /* FluidDomainSettings.p0 */ -PUSH_CONSTANT(float3, domainOriginOffset) +PUSH_CONSTANT(float3, domain_origin_offset) /* FluidDomainSettings.res_min */ -PUSH_CONSTANT(int3, adaptiveCellOffset) +PUSH_CONSTANT(int3, adaptive_cell_offset) PUSH_CONSTANT(int, in_select_id) VERTEX_OUT(overlay_volume_gridlines_iface) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) VERTEX_SOURCE("overlay_volume_gridlines_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") GPU_SHADER_CREATE_END() @@ -119,7 +119,7 @@ OVERLAY_INFO_SELECT_VARIATION(overlay_volume_gridlines_flat) GPU_SHADER_CREATE_INFO(overlay_volume_gridlines_flags) DO_STATIC_COMPILATION() DEFINE("SHOW_FLAGS") -SAMPLER(0, UINT_3D, flagTexture) +SAMPLER(0, UINT_3D, flag_tx) ADDITIONAL_INFO(draw_volume) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(overlay_volume_gridlines) @@ -130,12 +130,12 @@ OVERLAY_INFO_SELECT_VARIATION(overlay_volume_gridlines_flags) GPU_SHADER_CREATE_INFO(overlay_volume_gridlines_range) DO_STATIC_COMPILATION() DEFINE("SHOW_RANGE") -PUSH_CONSTANT(float, lowerBound) -PUSH_CONSTANT(float, upperBound) -PUSH_CONSTANT(float4, rangeColor) -PUSH_CONSTANT(int, cellFilter) -SAMPLER(0, UINT_3D, flagTexture) -SAMPLER(1, FLOAT_3D, fieldTexture) +PUSH_CONSTANT(float, lower_bound) +PUSH_CONSTANT(float, upper_bound) +PUSH_CONSTANT(float4, range_color) +PUSH_CONSTANT(int, cell_filter) +SAMPLER(0, UINT_3D, flag_tx) +SAMPLER(1, FLOAT_3D, field_tx) ADDITIONAL_INFO(draw_volume) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(overlay_volume_gridlines) diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_wireframe_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_wireframe_info.hh index 341b8894e9e..3842eef6141 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_wireframe_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_wireframe_info.hh @@ -18,30 +18,30 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_INTERFACE_INFO(overlay_wireframe_iface) -SMOOTH(float4, finalColor) -FLAT(float2, edgeStart) -NO_PERSPECTIVE(float2, edgePos) +SMOOTH(float4, final_color) +FLAT(float2, edge_start) +NO_PERSPECTIVE(float2, edge_pos) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_wireframe_base) PUSH_CONSTANT(float, ndc_offset_factor) -PUSH_CONSTANT(float, wireStepParam) -PUSH_CONSTANT(float, wireOpacity) -PUSH_CONSTANT(bool, useColoring) -PUSH_CONSTANT(bool, isTransform) -PUSH_CONSTANT(int, colorType) -PUSH_CONSTANT(bool, isHair) -PUSH_CONSTANT(float4x4, hairDupliMatrix) +PUSH_CONSTANT(float, wire_step_param) +PUSH_CONSTANT(float, wire_opacity) +PUSH_CONSTANT(bool, use_coloring) +PUSH_CONSTANT(bool, is_transform) +PUSH_CONSTANT(int, color_type) +PUSH_CONSTANT(bool, is_hair) +PUSH_CONSTANT(float4x4, hair_dupli_matrix) /* Scene Depth texture copy for manual depth test. */ -SAMPLER(0, DEPTH_2D, depthTex) +SAMPLER(0, DEPTH_2D, depth_tx) VERTEX_IN(0, float3, pos) VERTEX_IN(1, float3, nor) VERTEX_IN(2, float, wd) /* wire-data. */ VERTEX_OUT(overlay_wireframe_iface) VERTEX_SOURCE("overlay_wireframe_vert.glsl") FRAGMENT_SOURCE("overlay_wireframe_frag.glsl") -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) DEPTH_WRITE(DepthWrite::ANY) SPECIALIZATION_CONSTANT(bool, use_custom_depth_bias, true) ADDITIONAL_INFO(draw_view) @@ -54,16 +54,16 @@ OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_wireframe, overlay_wireframe_base) GPU_SHADER_CREATE_INFO(overlay_wireframe_curve_base) DEFINE("CURVES") PUSH_CONSTANT(float, ndc_offset_factor) -PUSH_CONSTANT(float, wireOpacity) -PUSH_CONSTANT(bool, useColoring) -PUSH_CONSTANT(bool, isTransform) -PUSH_CONSTANT(int, colorType) +PUSH_CONSTANT(float, wire_opacity) +PUSH_CONSTANT(bool, use_coloring) +PUSH_CONSTANT(bool, is_transform) +PUSH_CONSTANT(int, color_type) VERTEX_IN(0, float3, pos) VERTEX_OUT(overlay_wireframe_iface) VERTEX_SOURCE("overlay_wireframe_vert.glsl") FRAGMENT_SOURCE("overlay_wireframe_frag.glsl") -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_object_infos) ADDITIONAL_INFO(draw_globals) @@ -72,22 +72,22 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_wireframe_curve, overlay_wireframe_curve_base) GPU_SHADER_INTERFACE_INFO(overlay_wireframe_points_iface) -FLAT(float4, finalColor) -FLAT(float4, finalColorInner) +FLAT(float4, final_color) +FLAT(float4, final_color_inner) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_wireframe_points_base) DEFINE("POINTS") PUSH_CONSTANT(float, ndc_offset_factor) -PUSH_CONSTANT(bool, useColoring) -PUSH_CONSTANT(bool, isTransform) -PUSH_CONSTANT(int, colorType) +PUSH_CONSTANT(bool, use_coloring) +PUSH_CONSTANT(bool, is_transform) +PUSH_CONSTANT(int, color_type) VERTEX_IN(0, float3, pos) VERTEX_OUT(overlay_wireframe_points_iface) VERTEX_SOURCE("overlay_wireframe_vert.glsl") FRAGMENT_SOURCE("overlay_wireframe_frag.glsl") -FRAGMENT_OUT(0, float4, fragColor) -FRAGMENT_OUT(1, float4, lineOutput) +FRAGMENT_OUT(0, float4, frag_color) +FRAGMENT_OUT(1, float4, line_output) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_object_infos) ADDITIONAL_INFO(draw_globals) @@ -96,10 +96,10 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_wireframe_points, overlay_wireframe_points_base) GPU_SHADER_INTERFACE_INFO(overlay_edit_uv_iface_wireframe) -SMOOTH(float, selectionFac) -FLAT(float2, stippleStart) -NO_PERSPECTIVE(float, edgeCoord) -NO_PERSPECTIVE(float2, stipplePos) +SMOOTH(float, selection_fac) +FLAT(float2, stipple_start) +NO_PERSPECTIVE(float, edge_coord) +NO_PERSPECTIVE(float2, stipple_pos) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_wireframe_uv) @@ -107,13 +107,13 @@ DO_STATIC_COMPILATION() DEFINE("WIREFRAME") STORAGE_BUF_FREQ(0, READ, float, au[], GEOMETRY) PUSH_CONSTANT(int2, gpu_attr_0) -DEFINE_VALUE("lineStyle", "4u" /* OVERLAY_UV_LINE_STYLE_SHADOW */) -DEFINE_VALUE("dashLength", "1" /* Not used by this line style */) +DEFINE_VALUE("line_style", "4u" /* OVERLAY_UV_LINE_STYLE_SHADOW */) +DEFINE_VALUE("dash_length", "1" /* Not used by this line style */) DEFINE_VALUE("use_edge_select", "false") -PUSH_CONSTANT(bool, doSmoothWire) +PUSH_CONSTANT(bool, do_smooth_wire) PUSH_CONSTANT(float, alpha) VERTEX_OUT(overlay_edit_uv_iface_wireframe) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) /* Note: Reuse edit mode shader as it is mostly the same. */ VERTEX_SOURCE("overlay_edit_uv_edges_vert.glsl") FRAGMENT_SOURCE("overlay_edit_uv_edges_frag.glsl") diff --git a/source/blender/draw/engines/overlay/shaders/overlay_antialiasing_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_antialiasing_frag.glsl index e305f18e324..660c62ca848 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_antialiasing_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_antialiasing_frag.glsl @@ -26,7 +26,7 @@ FRAGMENT_SHADER_CREATE_INFO(overlay_antialiasing) */ float line_coverage(float distance_to_line, float line_kernel_size) { - if (doSmoothLines) { + if (do_smooth_lines) { return smoothstep( LINE_SMOOTH_END, LINE_SMOOTH_START, abs(distance_to_line) - line_kernel_size); } @@ -36,7 +36,7 @@ float line_coverage(float distance_to_line, float line_kernel_size) } float4 line_coverage(float4 distance_to_line, float line_kernel_size) { - if (doSmoothLines) { + if (do_smooth_lines) { return smoothstep( LINE_SMOOTH_END, LINE_SMOOTH_START, abs(distance_to_line) - line_kernel_size); } @@ -96,36 +96,36 @@ void main() int2 center_texel = int2(gl_FragCoord.xy); float line_kernel = sizePixel * 0.5f - 0.5f; - fragColor = texelFetch(colorTex, center_texel, 0); + frag_color = texelFetch(color_tx, center_texel, 0); - bool original_col_has_alpha = fragColor.a < 1.0f; + bool original_col_has_alpha = frag_color.a < 1.0f; - float depth = texelFetch(depthTex, center_texel, 0).r; + float depth = texelFetch(depth_tx, center_texel, 0).r; - float dist_raw = texelFetch(lineTex, center_texel, 0).b; + float dist_raw = texelFetch(line_tx, center_texel, 0).b; float dist = decode_line_dist(dist_raw); - if (!doSmoothLines && dist <= 1.0f) { + if (!do_smooth_lines && dist <= 1.0f) { /* No expansion or AA should be applied. */ return; } /* TODO: Optimization: use textureGather. */ - float4 neightbor_col0 = texelFetchOffset(colorTex, center_texel, 0, int2(1, 0)); - float4 neightbor_col1 = texelFetchOffset(colorTex, center_texel, 0, int2(-1, 0)); - float4 neightbor_col2 = texelFetchOffset(colorTex, center_texel, 0, int2(0, 1)); - float4 neightbor_col3 = texelFetchOffset(colorTex, center_texel, 0, int2(0, -1)); + float4 neightbor_col0 = texelFetchOffset(color_tx, center_texel, 0, int2(1, 0)); + float4 neightbor_col1 = texelFetchOffset(color_tx, center_texel, 0, int2(-1, 0)); + float4 neightbor_col2 = texelFetchOffset(color_tx, center_texel, 0, int2(0, 1)); + float4 neightbor_col3 = texelFetchOffset(color_tx, center_texel, 0, int2(0, -1)); - float3 neightbor_line0 = texelFetchOffset(lineTex, center_texel, 0, int2(1, 0)).rgb; - float3 neightbor_line1 = texelFetchOffset(lineTex, center_texel, 0, int2(-1, 0)).rgb; - float3 neightbor_line2 = texelFetchOffset(lineTex, center_texel, 0, int2(0, 1)).rgb; - float3 neightbor_line3 = texelFetchOffset(lineTex, center_texel, 0, int2(0, -1)).rgb; + float3 neightbor_line0 = texelFetchOffset(line_tx, center_texel, 0, int2(1, 0)).rgb; + float3 neightbor_line1 = texelFetchOffset(line_tx, center_texel, 0, int2(-1, 0)).rgb; + float3 neightbor_line2 = texelFetchOffset(line_tx, center_texel, 0, int2(0, 1)).rgb; + float3 neightbor_line3 = texelFetchOffset(line_tx, center_texel, 0, int2(0, -1)).rgb; float4 depths; - depths.x = texelFetchOffset(depthTex, center_texel, 0, int2(1, 0)).r; - depths.y = texelFetchOffset(depthTex, center_texel, 0, int2(-1, 0)).r; - depths.z = texelFetchOffset(depthTex, center_texel, 0, int2(0, 1)).r; - depths.w = texelFetchOffset(depthTex, center_texel, 0, int2(0, -1)).r; + depths.x = texelFetchOffset(depth_tx, center_texel, 0, int2(1, 0)).r; + depths.y = texelFetchOffset(depth_tx, center_texel, 0, int2(-1, 0)).r; + depths.z = texelFetchOffset(depth_tx, center_texel, 0, int2(0, 1)).r; + depths.w = texelFetchOffset(depth_tx, center_texel, 0, int2(0, -1)).r; float4 line_dists; line_dists.x = neighbor_dist(neightbor_line0, float2(1, 0)); @@ -136,15 +136,15 @@ void main() float4 coverage = line_coverage(line_dists, line_kernel); if (dist_raw > 0.0f) { - fragColor *= line_coverage(dist, line_kernel); + frag_color *= line_coverage(dist, line_kernel); } /* We don't order fragments but use alpha over/alpha under based on current minimum frag depth. */ - neighbor_blend(coverage.x, depths.x, neightbor_col0, depth, fragColor); - neighbor_blend(coverage.y, depths.y, neightbor_col1, depth, fragColor); - neighbor_blend(coverage.z, depths.z, neightbor_col2, depth, fragColor); - neighbor_blend(coverage.w, depths.w, neightbor_col3, depth, fragColor); + neighbor_blend(coverage.x, depths.x, neightbor_col0, depth, frag_color); + neighbor_blend(coverage.y, depths.y, neightbor_col1, depth, frag_color); + neighbor_blend(coverage.z, depths.z, neightbor_col2, depth, frag_color); + neighbor_blend(coverage.w, depths.w, neightbor_col3, depth, frag_color); #if 1 /* Fix aliasing issue with really dense meshes and 1 pixel sized lines. */ @@ -155,7 +155,7 @@ void main() float blend = dot(float4(0.25f), step(0.001f, lines)); /* Only do blend if there are more than 2 neighbors. This avoids losing too much AA. */ blend = clamp(blend * 2.0f - 1.0f, 0.0f, 1.0f); - fragColor = mix(fragColor, fragColor / fragColor.a, blend); + frag_color = mix(frag_color, frag_color / frag_color.a, blend); } #endif } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_dof_solid_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_dof_solid_frag.glsl index fda95cbfede..1e86171803e 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_dof_solid_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_dof_solid_frag.glsl @@ -8,6 +8,6 @@ FRAGMENT_SHADER_CREATE_INFO(overlay_armature_dof) void main() { - fragColor = float4(finalColor.rgb, finalColor.a * alpha); - lineOutput = float4(0.0f); + frag_color = float4(final_color.rgb, final_color.a * alpha); + line_output = float4(0.0f); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_dof_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_dof_vert.glsl index ae185ce9f1b..d2aa4f2f7b2 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_dof_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_dof_vert.glsl @@ -32,9 +32,9 @@ void main() float3 world_pos = (model_mat * float4(final_pos, 1.0f)).xyz; gl_Position = drw_point_world_to_homogenous(world_pos); - finalColor = data_buf[gl_InstanceID].color_; + final_color = data_buf[gl_InstanceID].color_; - edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5f + 0.5f) * sizeViewport; + edge_start = edge_pos = ((gl_Position.xy / gl_Position.w) * 0.5f + 0.5f) * sizeViewport; view_clipping_distances(world_pos); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl index 868b5104a4f..23d8f63e7e5 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl @@ -150,7 +150,7 @@ void main() /* Offset away from the center to avoid overlap with solid shape. */ gl_Position.xy += ofs_dir * sizeViewportInv * gl_Position.w; - edgeStart = edgePos = proj(gl_Position); + edge_start = edge_pos = proj(gl_Position); - finalColor = float4(data_buf[gl_InstanceID].bone_color_and_wire_width.rgb, 1.0f); + final_color = float4(data_buf[gl_InstanceID].bone_color_and_wire_width.rgb, 1.0f); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_frag.glsl index 8ca953066de..5d156fe61d0 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_frag.glsl @@ -10,19 +10,19 @@ FRAGMENT_SHADER_CREATE_INFO(overlay_armature_envelope_solid) void main() { - float n = normalize(normalView).z; - if (isDistance) { + float n = normalize(view_normal).z; + if (is_distance) { n = 1.0f - clamp(-n, 0.0f, 1.0f); - fragColor = float4(1.0f, 1.0f, 1.0f, 0.33f * alpha) * n; + frag_color = float4(1.0f, 1.0f, 1.0f, 0.33f * alpha) * n; } else { /* Smooth lighting factor. */ constexpr float s = 0.2f; /* [0.0f-0.5f] range */ float fac = clamp((n * (1.0f - s)) + s, 0.0f, 1.0f); - fragColor.rgb = mix(finalStateColor, finalBoneColor, fac * fac); - fragColor.a = alpha; + frag_color.rgb = mix(final_state_color, final_bone_color, fac * fac); + frag_color.a = alpha; } - lineOutput = float4(0.0f); + line_output = float4(0.0f); select_id_output(select_id); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl index 3f1f3a10dc4..78a6a1e60a9 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl @@ -43,10 +43,10 @@ void main() sp = bone_mat * sp.xzy + data_buf[gl_InstanceID].head_sphere.xyz; nor = bone_mat * nor.xzy; - normalView = to_float3x3(drw_view().viewmat) * nor; + view_normal = to_float3x3(drw_view().viewmat) * nor; - finalStateColor = data_buf[gl_InstanceID].state_color.xyz; - finalBoneColor = data_buf[gl_InstanceID].bone_color_and_wire_width.xyz; + final_state_color = data_buf[gl_InstanceID].state_color.xyz; + final_bone_color = data_buf[gl_InstanceID].bone_color_and_wire_width.xyz; view_clipping_distances(sp); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl index 7e5812c6054..bd66cc2970c 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl @@ -73,7 +73,7 @@ void emit_vertex(const uint strip_index, return; } - finalColor = color; + final_color = color; gl_Position = hs_P; /* Offset away from the center to avoid overlap with solid shape. */ @@ -81,7 +81,7 @@ void emit_vertex(const uint strip_index, /* Improve AA bleeding inside bone silhouette. */ gl_Position.z -= (is_persp) ? 1e-4f : 1e-6f; - edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5f + 0.5f) * sizeViewport; + edge_start = edge_pos = ((gl_Position.xy / gl_Position.w) * 0.5f + 0.5f) * sizeViewport; view_clipping_distances(ws_P); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_frag.glsl index 25f0b07a7ef..dbb01a98d40 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_frag.glsl @@ -17,7 +17,7 @@ void main() discard; return; } - fragColor = float4(finalColor.rgb, alpha); - lineOutput = float4(0.0f); + frag_color = float4(final_color.rgb, alpha); + line_output = float4(0.0f); select_id_output(select_id); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl index 39e5d9907a6..14aefedc23c 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl @@ -33,8 +33,8 @@ void main() /* Smooth lighting factor. */ constexpr float s = 0.2f; /* [0.0f-0.5f] range */ float fac = clamp((n * (1.0f - s)) + s, 0.0f, 1.0f); - finalColor.rgb = mix(state_color.rgb, bone_color.rgb, fac * fac); - finalColor.a = 1.0f; + final_color.rgb = mix(state_color.rgb, bone_color.rgb, fac * fac); + final_color.a = 1.0f; float4 world_pos = model_mat * float4(pos, 1.0f); gl_Position = drw_view().winmat * (drw_view().viewmat * world_pos); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_wire_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_wire_frag.glsl index d1ead191dbe..5bcb9a03770 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_wire_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_wire_frag.glsl @@ -37,12 +37,12 @@ void main() { float half_size = (do_smooth_wire ? wire_width - 0.5f : wire_width) / 2.0f; - float dist = abs(edgeCoord) - half_size; + float dist = abs(edge_coord) - half_size; float mix_w = saturate(edge_step(dist)); - fragColor = mix(float4(finalColor.rgb, alpha), float4(0), mix_w); - fragColor.a *= 1.0f - mix_w; - lineOutput = float4(0); + frag_color = mix(float4(final_color.rgb, alpha), float4(0), mix_w); + frag_color.a *= 1.0f - mix_w; + line_output = float4(0); select_id_output(select_id); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_wire_vert.glsl index ba49a88b0a5..2d72abdb0da 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_wire_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_wire_vert.glsl @@ -31,7 +31,7 @@ VertIn input_assembly(uint in_vertex_id, float4x4 inst_matrix) struct VertOut { float4 gpu_position; - float4 finalColor; + float4 final_color; float3 world_pos; float wire_width; }; @@ -68,8 +68,8 @@ VertOut vertex_main(VertIn v_in) } v_out.gpu_position = drw_point_world_to_homogenous(v_out.world_pos); - v_out.finalColor.rgb = mix(state_color.rgb, bone_color.rgb, 0.5f); - v_out.finalColor.a = 1.0f; + v_out.final_color.rgb = mix(state_color.rgb, bone_color.rgb, 0.5f); + v_out.final_color.a = 1.0f; /* Because the packing clamps the value, the wire width is passed in compressed. */ v_out.wire_width = bone_color.a * WIRE_WIDTH_COMPRESSION; @@ -94,8 +94,8 @@ void do_vertex(const uint strip_index, return; } - finalColor = color; - edgeCoord = coord; + final_color = color; + edge_coord = coord; gl_Position = hs_P; /* Multiply offset by 2 because gl_Position range is [-1..1]. */ gl_Position.xy += offset * 2.0f * hs_P.w; @@ -145,7 +145,7 @@ void geometry_main(VertOut geom_in[2], float2 line_norm = normalize(float2(line[1], -line[0])); float2 edge_ofs = (half_size * line_norm) * sizeViewportInv; - float4 final_color = geom_in[0].finalColor; + float4 final_color = geom_in[0].final_color; do_vertex(0, out_vertex_id, out_primitive_id, diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl index f72f83e1bf6..656fbe68814 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl @@ -25,7 +25,7 @@ void main() float4x4 model_mat = extract_matrix_packed_data(inst_obmat, state_color, bone_color); float4x4 model_view_matrix = drw_view().viewmat * model_mat; - float4x4 sphereMatrix = inverse(model_view_matrix); + float4x4 sphere_matrix = inverse(model_view_matrix); bool is_persp = (drw_view().winmat[3][3] == 0.0f); @@ -33,14 +33,14 @@ void main() * In perspective mode it's also the view-space position * of the sphere center. */ float3 cam_ray = (is_persp) ? model_view_matrix[3].xyz : float3(0.0f, 0.0f, -1.0f); - cam_ray = to_float3x3(sphereMatrix) * cam_ray; + cam_ray = to_float3x3(sphere_matrix) * cam_ray; /* Sphere center distance from the camera (persp) in local space. */ float cam_dist = length(cam_ray); /* Compute view aligned orthonormal space. */ float3 z_axis = cam_ray / cam_dist; - float3 x_axis = normalize(cross(sphereMatrix[1].xyz, z_axis)); + float3 x_axis = normalize(cross(sphere_matrix[1].xyz, z_axis)); float3 y_axis = cross(z_axis, x_axis); float z_ofs = 0.0f; @@ -76,9 +76,9 @@ void main() float2 ofs_dir = normalize(proj(gl_Position) - proj(center)); gl_Position.xy += ofs_dir * sizeViewportInv * gl_Position.w; - edgeStart = edgePos = proj(gl_Position); + edge_start = edge_pos = proj(gl_Position); - finalColor = float4(bone_color.rgb, 1.0f); + final_color = float4(bone_color.rgb, 1.0f); float4 world_pos = model_mat * float4(cam_pos0, 1.0f); view_clipping_distances(world_pos.xyz); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_frag.glsl index 7b9aa910a7c..56ae53c0a7d 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_frag.glsl @@ -14,20 +14,20 @@ void main() constexpr float sphere_radius = 0.05f; bool is_perp = (drw_view().winmat[3][3] == 0.0f); - float3 ray_ori_view = (is_perp) ? float3(0.0f) : viewPosition.xyz; - float3 ray_dir_view = (is_perp) ? viewPosition : float3(0.0f, 0.0f, -1.0f); + float3 ray_ori_view = (is_perp) ? float3(0.0f) : view_position.xyz; + float3 ray_dir_view = (is_perp) ? view_position : float3(0.0f, 0.0f, -1.0f); /* Single matrix mul without branch. */ float4 mul_vec = (is_perp) ? float4(ray_dir_view, 0.0f) : float4(ray_ori_view, 1.0f); - float3 mul_res = (sphereMatrix * mul_vec).xyz; + float3 mul_res = (sphere_matrix * mul_vec).xyz; /* Reminder : - * sphereMatrix[3] is the view space origin in sphere space (sph_ori -> view_ori). - * sphereMatrix[2] is the view space Z axis in sphere space. */ + * sphere_matrix[3] is the view space origin in sphere space (sph_ori -> view_ori). + * sphere_matrix[2] is the view space Z axis in sphere space. */ /* convert to sphere local space */ - float3 ray_ori = (is_perp) ? sphereMatrix[3].xyz : mul_res; - float3 ray_dir = (is_perp) ? mul_res : -sphereMatrix[2].xyz; + float3 ray_ori = (is_perp) ? sphere_matrix[3].xyz : mul_res; + float3 ray_dir = (is_perp) ? mul_res : -sphere_matrix[2].xyz; float ray_len = length(ray_dir); ray_dir /= ray_len; @@ -41,19 +41,19 @@ void main() /* Compute dot product for lighting */ float3 p = ray_dir * t + ray_ori; /* Point on sphere */ float3 n = normalize(p); /* Normal is just the point in sphere space, normalized. */ - float3 l = normalize(sphereMatrix[2].xyz); /* Just the view Z axis in the sphere space. */ + float3 l = normalize(sphere_matrix[2].xyz); /* Just the view Z axis in the sphere space. */ /* Smooth lighting factor. */ constexpr float s = 0.2f; /* [0.0f-0.5f] range */ float fac = clamp((dot(n, l) * (1.0f - s)) + s, 0.0f, 1.0f); - fragColor.rgb = mix(finalStateColor, finalBoneColor, fac * fac); + frag_color.rgb = mix(final_state_color, final_bone_color, fac * fac); /* 2x2 dither pattern to smooth the lighting. */ float dither = (0.5f + dot(float2(int2(gl_FragCoord.xy) & int2(1)), float2(1.0f, 2.0f))) * 0.25f; dither *= (1.0f / 255.0f); /* Assume 8bit per color buffer. */ - fragColor = float4(fragColor.rgb + dither, alpha); - lineOutput = float4(0.0f); + frag_color = float4(frag_color.rgb + dither, alpha); + line_output = float4(0.0f); t /= ray_len; diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_vert.glsl index 320ba2dbf3f..7a588ab33f5 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_vert.glsl @@ -23,7 +23,7 @@ void main() float4x4 model_mat = extract_matrix_packed_data(inst_obmat, state_color, bone_color); float4x4 model_view_matrix = drw_view().viewmat * model_mat; - sphereMatrix = inverse(model_view_matrix); + sphere_matrix = inverse(model_view_matrix); bool is_persp = (drw_view().winmat[3][3] == 0.0f); @@ -31,14 +31,14 @@ void main() * In perspective mode it's also the view-space position * of the sphere center. */ float3 cam_ray = (is_persp) ? model_view_matrix[3].xyz : float3(0.0f, 0.0f, -1.0f); - cam_ray = to_float3x3(sphereMatrix) * cam_ray; + cam_ray = to_float3x3(sphere_matrix) * cam_ray; /* Sphere center distance from the camera (persp) in local space. */ float cam_dist = length(cam_ray); /* Compute view aligned orthonormal space. */ float3 z_axis = cam_ray / cam_dist; - float3 x_axis = normalize(cross(sphereMatrix[1].xyz, z_axis)); + float3 x_axis = normalize(cross(sphere_matrix[1].xyz, z_axis)); float3 y_axis = cross(z_axis, x_axis); float z_ofs = -rad - 1e-8f; /* offset to the front of the sphere */ @@ -78,10 +78,10 @@ void main() float4 pos_4d = float4(cam_pos, 1.0f); float4 V = model_view_matrix * pos_4d; gl_Position = drw_view().winmat * V; - viewPosition = V.xyz; + view_position = V.xyz; - finalStateColor = state_color.xyz; - finalBoneColor = bone_color.xyz; + final_state_color = state_color.xyz; + final_bone_color = bone_color.xyz; float4 world_pos = model_mat * pos_4d; view_clipping_distances(world_pos.xyz); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_stick_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_stick_frag.glsl index 715dddb02ca..1b0ca3827ed 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_stick_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_stick_frag.glsl @@ -10,9 +10,9 @@ FRAGMENT_SHADER_CREATE_INFO(overlay_armature_stick) void main() { - float fac = smoothstep(1.0f, 0.2f, colorFac); - fragColor.rgb = mix(finalInnerColor.rgb, finalWireColor.rgb, fac); - fragColor.a = alpha; - lineOutput = float4(0.0f); + float fac = smoothstep(1.0f, 0.2f, color_fac); + frag_color.rgb = mix(final_inner_color.rgb, final_wire_color.rgb, fac); + frag_color.a = alpha; + line_output = float4(0.0f); select_id_output(select_id); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_stick_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_stick_vert.glsl index 82cb71e4e61..81f696f9be2 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_stick_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_stick_vert.glsl @@ -23,15 +23,15 @@ void main() select_id_set(in_select_buf[gl_InstanceID]); StickBoneFlag bone_flag = StickBoneFlag(vclass); - finalInnerColor = flag_test(bone_flag, COL_HEAD) ? data_buf[gl_InstanceID].head_color : - data_buf[gl_InstanceID].tail_color; - finalInnerColor = flag_test(bone_flag, COL_BONE) ? data_buf[gl_InstanceID].bone_color : - finalInnerColor; - finalWireColor = (data_buf[gl_InstanceID].wire_color.a > 0.0f) ? - data_buf[gl_InstanceID].wire_color : - finalInnerColor; - colorFac = flag_test(bone_flag, COL_WIRE) ? 0.0f : - (flag_test(bone_flag, COL_BONE) ? 1.0f : 2.0f); + final_inner_color = flag_test(bone_flag, COL_HEAD) ? data_buf[gl_InstanceID].head_color : + data_buf[gl_InstanceID].tail_color; + final_inner_color = flag_test(bone_flag, COL_BONE) ? data_buf[gl_InstanceID].bone_color : + final_inner_color; + final_wire_color = (data_buf[gl_InstanceID].wire_color.a > 0.0f) ? + data_buf[gl_InstanceID].wire_color : + final_inner_color; + color_fac = flag_test(bone_flag, COL_WIRE) ? 0.0f : + (flag_test(bone_flag, COL_BONE) ? 1.0f : 2.0f); float4 boneStart_4d = float4(data_buf[gl_InstanceID].bone_start.xyz, 1.0f); float4 boneEnd_4d = float4(data_buf[gl_InstanceID].bone_end.xyz, 1.0f); @@ -68,7 +68,7 @@ void main() vpos *= (drw_view().winmat[3][3] == 0.0f) ? h : 1.0f; vpos *= (data_buf[gl_InstanceID].wire_color.a > 0.0f) ? 1.0f : 0.5f; - if (finalInnerColor.a > 0.0f) { + if (final_inner_color.a > 0.0f) { float stick_size = sizePixel * 5.0f; gl_Position = (is_head) ? p0 : p1; gl_Position.xy += stick_size * (vpos * sizeViewportInv); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_wire_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_wire_frag.glsl index c42e5881113..e5240ed3722 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_wire_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_wire_frag.glsl @@ -11,7 +11,7 @@ FRAGMENT_SHADER_CREATE_INFO(overlay_armature_wire) void main() { - lineOutput = pack_line_data(gl_FragCoord.xy, edgeStart, edgePos); - fragColor = float4(finalColor.rgb, finalColor.a * alpha); + line_output = pack_line_data(gl_FragCoord.xy, edge_start, edge_pos); + frag_color = float4(final_color.rgb, final_color.a * alpha); select_id_output(select_id); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_wire_vert.glsl index d4f73ab4efb..702b6c18545 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_wire_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_wire_vert.glsl @@ -15,13 +15,13 @@ void main() { select_id_set(in_select_buf[gl_VertexID / 2]); - finalColor.rgb = data_buf[gl_VertexID].color_.rgb; - finalColor.a = 1.0f; + final_color.rgb = data_buf[gl_VertexID].color_.rgb; + final_color.a = 1.0f; float3 world_pos = data_buf[gl_VertexID].pos_.xyz; gl_Position = drw_point_world_to_homogenous(world_pos); - edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5f + 0.5f) * sizeViewport; + edge_start = edge_pos = ((gl_Position.xy / gl_Position.w) * 0.5f + 0.5f) * sizeViewport; view_clipping_distances(world_pos); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl index f4b85463f84..8244c8d63b5 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl @@ -32,8 +32,8 @@ void main() * This removes the alpha channel and put the background behind reference images * while masking the reference images by the render alpha. */ - float alpha = texture(colorBuffer, screen_uv).a; - float depth = texture(depthBuffer, screen_uv).r; + float alpha = texture(color_buffer, screen_uv).a; + float depth = texture(depth_buffer, screen_uv).r; float3 bg_col; float3 col_high; @@ -41,9 +41,9 @@ void main() /* BG_SOLID_CHECKER selects BG_SOLID when no pixel has been drawn otherwise use the BG_CHERKER. */ - int bg_type = bgType == BG_SOLID_CHECKER ? (depth == 1.0f ? BG_SOLID : BG_CHECKER) : bgType; + int type = bg_type == BG_SOLID_CHECKER ? (depth == 1.0f ? BG_SOLID : BG_CHECKER) : bg_type; - switch (bg_type) { + switch (type) { case BG_SOLID: bg_col = colorBackground.rgb; break; @@ -79,17 +79,17 @@ void main() break; } case BG_MASK: - fragColor = float4(float3(1.0f - alpha), 0.0f); + frag_color = float4(float3(1.0f - alpha), 0.0f); return; } - bg_col = mix(bg_col, colorOverride.rgb, colorOverride.a); + bg_col = mix(bg_col, color_override.rgb, color_override.a); /* Mimic alpha under behavior. Result is premultiplied. */ - fragColor = float4(bg_col, 1.0f) * (1.0f - alpha); + frag_color = float4(bg_col, 1.0f) * (1.0f - alpha); /* Special case: If the render is not transparent, do not clear alpha values. */ if (depth == 1.0f && alpha == 1.0f) { - fragColor.a = 1.0f; + frag_color.a = 1.0f; } } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_depth_only_gpencil_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_depth_only_gpencil_frag.glsl index 6e393b18370..635deb935f0 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_depth_only_gpencil_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_depth_only_gpencil_frag.glsl @@ -37,8 +37,8 @@ void main() #ifndef SELECT_ENABLE /* We cannot change the fragment's depth in selection mode. Otherwise we would break pipeline * correctness when early depth test enforced. */ - if (!gpStrokeOrder3d) { - /* Stroke order 2D. Project to gpDepthPlane. */ + if (!gp_stroke_order3d) { + /* Stroke order 2D. Project to gp_depth_plane. */ bool is_persp = drw_view().winmat[3][3] == 0.0f; float2 uvs = float2(gl_FragCoord.xy) * sizeViewportInv; float3 pos_ndc = float3(uvs, gl_FragCoord.z) * 2.0f - 1.0f; @@ -47,7 +47,7 @@ void main() float3 ray_ori = pos; float3 ray_dir = (is_persp) ? (drw_view().viewinv[3].xyz - pos) : drw_view().viewinv[2].xyz; - float3 isect = ray_plane_intersection(ray_ori, ray_dir, gpDepthPlane); + float3 isect = ray_plane_intersection(ray_ori, ray_dir, gp_depth_plane); float4 ndc = drw_point_world_to_homogenous(isect); gl_FragDepth = (ndc.z / ndc.w) * 0.5f + 0.5f; } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_handle_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_handle_vert.glsl index a2c449d28b0..724cd196f4a 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_handle_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_handle_vert.glsl @@ -54,7 +54,7 @@ struct GeomOut { void export_vertex(GeomOut geom_out) { - finalColor = geom_out.color; + final_color = geom_out.color; gl_Position = geom_out.gpu_position; gl_Position.xy += geom_out.offset * geom_out.gpu_position.w; view_clipping_distances(geom_out.ws_P); @@ -108,18 +108,18 @@ void geometry_main(VertOut geom_in[2], uint color_id = (geom_in[1].flag >> COLOR_SHIFT); /* Don't output any edges if we don't show handles */ - if (!showCurveHandles && (color_id < 5u)) { + if (!show_curve_handles && (color_id < 5u)) { return; } bool edge_selected = (((geom_in[1].flag | geom_in[0].flag) & VERT_SELECTED) != 0u); - bool handle_selected = (showCurveHandles && (((geom_in[1].flag | geom_in[0].flag) & - VERT_SELECTED_BEZT_HANDLE) != 0u)); + bool handle_selected = (show_curve_handles && (((geom_in[1].flag | geom_in[0].flag) & + VERT_SELECTED_BEZT_HANDLE) != 0u)); bool is_gpencil = ((geom_in[1].flag & VERT_GPENCIL_BEZT_HANDLE) != 0u); /* If handle type is only selected and the edge is not selected, don't show. */ - if ((uint(curveHandleDisplay) != CURVE_HANDLE_ALL) && (!handle_selected)) { + if ((uint(curve_handle_display) != CURVE_HANDLE_ALL) && (!handle_selected)) { /* Nurbs must show the handles always. */ bool is_u_segment = (((geom_in[1].flag ^ geom_in[0].flag) & EVEN_U_BIT) != 0u); if ((!is_u_segment) && (color_id <= 4u)) { diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_normals_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_normals_vert.glsl index bdf1ed51828..b1ff8981991 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_normals_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_normals_vert.glsl @@ -38,13 +38,13 @@ void main() if ((gl_VertexID & 1) == 0) { float flip = ((gl_VertexID & 2) == 0) ? -1.0f : 1.0f; - ls_P += normalSize * radius * (flip * ls_N - ls_T); + ls_P += normal_size * radius * (flip * ls_N - ls_T); } float3 world_pos = drw_point_object_to_world(ls_P); gl_Position = drw_point_world_to_homogenous(world_pos); - finalColor = colorWireEdit; + final_color = colorWireEdit; view_clipping_distances(world_pos); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_point_vert.glsl index 7bd47331051..f2c4cf5d8a7 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_point_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_point_vert.glsl @@ -16,14 +16,14 @@ void main() bool is_gpencil = ((data & EDGE_FREESTYLE) != 0u); if ((data & VERT_SELECTED) != 0u) { if ((data & VERT_ACTIVE) != 0u) { - finalColor = colorEditMeshActive; + final_color = colorEditMeshActive; } else { - finalColor = (!is_gpencil) ? colorVertexSelect : colorGpencilVertexSelect; + final_color = (!is_gpencil) ? colorVertexSelect : colorGpencilVertexSelect; } } else { - finalColor = (!is_gpencil) ? colorVertex : colorGpencilVertex; + final_color = (!is_gpencil) ? colorVertex : colorGpencilVertex; } float3 world_pos = drw_point_object_to_world(pos); @@ -31,8 +31,8 @@ void main() gl_PointSize = (!is_gpencil) ? sizeVertex * 2.0f : sizeVertexGpencil * 2.0f; view_clipping_distances(world_pos); - bool show_handle = showCurveHandles; - if ((uint(curveHandleDisplay) == CURVE_HANDLE_SELECTED) && + bool show_handle = show_curve_handles; + if ((uint(curve_handle_display) == CURVE_HANDLE_SELECTED) && ((data & VERT_SELECTED_BEZT_HANDLE) == 0u)) { show_handle = false; diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_wire_vert.glsl index 63b0ce04c4b..3ae933a5dcd 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_wire_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_wire_vert.glsl @@ -17,13 +17,13 @@ void main() float flip = (gl_InstanceID != 0) ? -1.0f : 1.0f; if (gl_VertexID % 2 == 0) { - final_pos += normalSize * rad * (flip * nor - tangent); + final_pos += normal_size * rad * (flip * nor - tangent); } float3 world_pos = drw_point_object_to_world(final_pos); gl_Position = drw_point_world_to_homogenous(world_pos); - finalColor = colorWireEdit; + final_color = colorWireEdit; view_clipping_distances(world_pos); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_curves_handle_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_curves_handle_vert.glsl index 094d409b8d6..fede7917663 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_curves_handle_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_curves_handle_vert.glsl @@ -63,7 +63,7 @@ struct GeomOut { void export_vertex(GeomOut geom_out) { - finalColor = geom_out.color; + final_color = geom_out.color; gl_Position = geom_out.gpu_position; gl_Position.xy += geom_out.offset * geom_out.gpu_position.w; view_clipping_distances(geom_out.ws_P); @@ -132,13 +132,13 @@ void geometry_main(VertOut geom_in[2], bool is_bezier_handle = (geom_in[0].flag & EDIT_CURVES_BEZIER_HANDLE) != 0; /* Don't output any edges if we don't show handles */ - if ((uint(curveHandleDisplay) == CURVE_HANDLE_NONE) && is_bezier_handle) { + if ((uint(curve_handle_display) == CURVE_HANDLE_NONE) && is_bezier_handle) { return; } /* If handle type is only selected and the edge is not selected, don't show. * Nurbs and other curves must show the handles always. */ - if ((uint(curveHandleDisplay) == CURVE_HANDLE_SELECTED) && is_bezier_handle && !is_active) { + if ((uint(curve_handle_display) == CURVE_HANDLE_SELECTED) && is_bezier_handle && !is_active) { return; } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_gpencil_canvas_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_gpencil_canvas_vert.glsl index 2259cee4dc5..1bba0283922 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_gpencil_canvas_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_gpencil_canvas_vert.glsl @@ -13,23 +13,23 @@ void main() { float2 pos; pos.x = float(gl_VertexID % 2); - pos.y = float(gl_VertexID / 2) / float(halfLineCount - 1); + pos.y = float(gl_VertexID / 2) / float(half_line_count - 1); if (pos.y > 1.0f) { pos.xy = pos.yx; - pos.x -= 1.0f + 1.0f / float(halfLineCount - 1); + pos.x -= 1.0f + 1.0f / float(half_line_count - 1); } pos -= 0.5f; - float3 world_pos = xAxis * pos.x + yAxis * pos.y + origin; + float3 world_pos = x_axis * pos.x + y_axis * pos.y + origin; gl_Position = drw_point_world_to_homogenous(world_pos); view_clipping_distances(world_pos); - finalColor = color; + final_color = color; /* Convert to screen position [0..sizeVp]. */ - edgePos = edgeStart = ((gl_Position.xy / gl_Position.w) * 0.5f + 0.5f) * sizeViewport; + edge_pos = edge_start = ((gl_Position.xy / gl_Position.w) * 0.5f + 0.5f) * sizeViewport; } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_lattice_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_lattice_point_vert.glsl index d31fca9d5b1..b413865d5f7 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_lattice_point_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_lattice_point_vert.glsl @@ -13,13 +13,13 @@ VERTEX_SHADER_CREATE_INFO(overlay_edit_lattice_point) void main() { if ((data & VERT_SELECTED) != 0u) { - finalColor = colorVertexSelect; + final_color = colorVertexSelect; } else if ((data & VERT_ACTIVE) != 0u) { - finalColor = colorEditMeshActive; + final_color = colorEditMeshActive; } else { - finalColor = colorVertex; + final_color = colorVertex; } float3 world_pos = drw_point_object_to_world(pos); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_lattice_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_lattice_wire_vert.glsl index d3e3a89098e..d1a6405a828 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_lattice_wire_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_lattice_wire_vert.glsl @@ -23,13 +23,13 @@ float3 weight_to_rgb(float t) return float3(1.0f, 0.0f, 1.0f); } else { - return texture(weightTex, t).rgb; + return texture(weight_tx, t).rgb; } } void main() { - finalColor = float4(weight_to_rgb(weight), 1.0f); + final_color = float4(weight_to_rgb(weight), 1.0f); float3 world_pos = drw_point_object_to_world(pos); gl_Position = drw_point_world_to_homogenous(world_pos); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_analysis_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_analysis_frag.glsl index 05c281d9de3..040ef3e1748 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_analysis_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_analysis_frag.glsl @@ -8,6 +8,6 @@ FRAGMENT_SHADER_CREATE_INFO(overlay_edit_mesh_analysis) void main() { - fragColor = weightColor; - lineOutput = float4(0.0f); + frag_color = weight_color; + line_output = float4(0.0f); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_analysis_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_analysis_vert.glsl index 4be38abc3df..dc4b9291831 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_analysis_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_analysis_vert.glsl @@ -21,7 +21,7 @@ float3 weight_to_rgb(float t) return float3(1.0f, 0.0f, 1.0f); } else { - return texture(weightTex, t).rgb; + return texture(weight_tx, t).rgb; } } @@ -29,7 +29,7 @@ void main() { float3 world_pos = drw_point_object_to_world(pos); gl_Position = drw_point_world_to_homogenous(world_pos); - weightColor = float4(weight_to_rgb(weight), 1.0f); + weight_color = float4(weight_to_rgb(weight), 1.0f); view_clipping_distances(world_pos); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_common_lib.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_common_lib.glsl index 1da4da4168e..d127f3019dc 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_common_lib.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_common_lib.glsl @@ -22,7 +22,7 @@ float4 EDIT_MESH_edge_color_outer(uint edge_flag, uint face_flag, float crease, float4 EDIT_MESH_edge_color_inner(uint edge_flag) { float4 color = colorWireEdit; - float4 selected_edge_col = (selectEdge) ? colorEdgeModeSelect : colorEdgeSelect; + float4 selected_edge_col = (select_edge) ? colorEdgeModeSelect : colorEdgeSelect; color = ((edge_flag & EDGE_SELECTED) != 0u) ? selected_edge_col : color; color = ((edge_flag & EDGE_ACTIVE) != 0u) ? colorEditMeshActive : color; color.a = 1.0f; @@ -32,7 +32,7 @@ float4 EDIT_MESH_edge_color_inner(uint edge_flag) float4 EDIT_MESH_edge_vertex_color(uint vertex_flag) { /* Edge color in vertex selection mode. */ - float4 selected_edge_col = (selectEdge) ? colorEdgeModeSelect : colorEdgeSelect; + float4 selected_edge_col = (select_edge) ? colorEdgeModeSelect : colorEdgeSelect; bool edge_selected = (vertex_flag & (VERT_ACTIVE | VERT_SELECTED)) != 0u; float4 color = (edge_selected) ? selected_edge_col : colorWireEdit; color.a = 1.0f; @@ -61,23 +61,23 @@ float4 EDIT_MESH_face_color(uint face_flag) bool face_freestyle = (face_flag & FACE_FREESTYLE) != 0u; bool face_selected = (face_flag & FACE_SELECTED) != 0u; bool face_active = (face_flag & FACE_ACTIVE) != 0u; - bool face_retopo = (retopologyOffset > 0.0f); - float4 selected_face_col = (selectFace) ? colorFaceModeSelect : colorFaceSelect; + bool face_retopo = (retopology_offset > 0.0f); + float4 selected_face_col = (select_face) ? colorFaceModeSelect : colorFaceSelect; float4 color = colorFace; color = face_retopo ? colorFaceRetopology : color; color = face_freestyle ? colorFaceFreestyle : color; color = face_selected ? selected_face_col : color; - if (selectFace && face_active) { + if (select_face && face_active) { color = mix(selected_face_col, colorEditMeshActive, 0.5f); color.a = selected_face_col.a; } - if (wireShading) { + if (wire_shading) { /* Lower face selection opacity for better wireframe visibility. */ color.a = (face_selected) ? color.a * 0.6f : color.a; } else { /* Don't always fill 'colorFace'. */ - color.a = (selectFace || face_selected || face_active || face_freestyle || face_retopo) ? + color.a = (select_face || face_selected || face_active || face_freestyle || face_retopo) ? color.a : 0.0f; } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_depth_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_depth_vert.glsl index da9cd90cc96..7db13313f9b 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_depth_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_depth_vert.glsl @@ -19,7 +19,7 @@ void main() /* Offset Z position for retopology overlay. */ gl_Position.z += get_homogenous_z_offset( - drw_view().winmat, view_pos.z, gl_Position.w, retopologyOffset); + drw_view().winmat, view_pos.z, gl_Position.w, retopology_offset); view_clipping_distances(world_pos); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_edge_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_edge_vert.glsl index c0448e1e9eb..f967237ab4c 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_edge_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_edge_vert.glsl @@ -47,8 +47,8 @@ struct GeomOut { void export_vertex(GeomOut geom_out) { - geometry_out.finalColor = geom_out.final_color; - geometry_noperspective_out.edgeCoord = geom_out.edge_coord; + geometry_out.final_color = geom_out.final_color; + geometry_noperspective_out.edge_coord = geom_out.edge_coord; view_clipping_distances(geom_out.world_pos); gl_Position = geom_out.gpu_position; } @@ -116,10 +116,10 @@ void geometry_main(VertOut geom_in[2], uint out_vert_id, uint out_prim_id, uint float2 line = ss_pos[0] - ss_pos[1]; line = abs(line) * sizeViewport; - geometry_flat_out.finalColorOuter = geom_in[0].final_color_outer; + geometry_flat_out.final_color_outer = geom_in[0].final_color_outer; float half_size = sizeEdge; /* Enlarge edge for flag display. */ - half_size += (geometry_flat_out.finalColorOuter.a > 0.0f) ? max(sizeEdge, 1.0f) : 0.0f; + half_size += (geometry_flat_out.final_color_outer.a > 0.0f) ? max(sizeEdge, 1.0f) : 0.0f; if (do_smooth_wire) { /* Add 1px for AA */ diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_facedot_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_facedot_vert.glsl index c5d013463ce..d85147eb691 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_facedot_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_facedot_vert.glsl @@ -23,5 +23,5 @@ void main() VertOut vert_out = vertex_main(vert_in); gl_Position = vert_out.gpu_position; - finalColor = vert_out.final_color; + final_color = vert_out.final_color; } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_frag.glsl index 82587f430f1..751f005280c 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_frag.glsl @@ -22,7 +22,7 @@ FRAGMENT_SHADER_CREATE_INFO(overlay_edit_mesh_edge) bool test_occlusion() { - return gl_FragCoord.z > texelFetch(depthTex, int2(gl_FragCoord.xy), 0).r; + return gl_FragCoord.z > texelFetch(depth_tx, int2(gl_FragCoord.xy), 0).r; } float edge_step(float dist) @@ -37,17 +37,17 @@ float edge_step(float dist) void main() { - float dist = abs(geometry_noperspective_out.edgeCoord) - max(sizeEdge - 0.5f, 0.0f); + float dist = abs(geometry_noperspective_out.edge_coord) - max(sizeEdge - 0.5f, 0.0f); float dist_outer = dist - max(sizeEdge, 1.0f); float mix_w = edge_step(dist); float mix_w_outer = edge_step(dist_outer); /* Line color & alpha. */ - fragColor = mix(geometry_flat_out.finalColorOuter, - geometry_out.finalColor, - 1.0f - mix_w * geometry_flat_out.finalColorOuter.a); + frag_color = mix(geometry_flat_out.final_color_outer, + geometry_out.final_color, + 1.0f - mix_w * geometry_flat_out.final_color_outer.a); /* Line edges shape. */ - fragColor.a *= 1.0f - (geometry_flat_out.finalColorOuter.a > 0.0f ? mix_w_outer : mix_w); + frag_color.a *= 1.0f - (geometry_flat_out.final_color_outer.a > 0.0f ? mix_w_outer : mix_w); - fragColor.a *= test_occlusion() ? alpha : 1.0f; - lineOutput = float4(0.0f); + frag_color.a *= test_occlusion() ? alpha : 1.0f; + line_output = float4(0.0f); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_lib.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_lib.glsl index 1e7421981ec..43c796dace7 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_lib.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_lib.glsl @@ -29,7 +29,7 @@ struct VertIn { bool test_occlusion(float4 gpu_position) { float3 ndc = (gpu_position.xyz / gpu_position.w) * 0.5f + 0.5f; - return ndc.z > texture(depthTex, ndc.xy).r; + return ndc.z > texture(depth_tx, ndc.xy).r; } float3 non_linear_blend_color(float3 col1, float3 col2, float fac) @@ -58,14 +58,14 @@ VertOut vertex_main(VertIn vert_in) /* Offset Z position for retopology overlay. */ vert_out.gpu_position.z += get_homogenous_z_offset( - drw_view().winmat, view_pos.z, vert_out.gpu_position.w, retopologyOffset); + drw_view().winmat, view_pos.z, vert_out.gpu_position.w, retopology_offset); - uint4 m_data = vert_in.e_data & uint4(dataMask); + uint4 m_data = vert_in.e_data & uint4(data_mask); #if defined(VERT) - vertexCrease = float(m_data.z >> 4) / 15.0f; - vert_out.final_color = EDIT_MESH_vertex_color(m_data.y, vertexCrease); - gl_PointSize = sizeVertex * ((vertexCrease > 0.0f) ? 3.0f : 2.0f); + vertex_crease = float(m_data.z >> 4) / 15.0f; + vert_out.final_color = EDIT_MESH_vertex_color(m_data.y, vertex_crease); + gl_PointSize = sizeVertex * ((vertex_crease > 0.0f) ? 3.0f : 2.0f); /* Make selected and active vertex always on top. */ if ((data.x & VERT_SELECTED) != 0u) { vert_out.gpu_position.z -= 5e-7f * abs(vert_out.gpu_position.w); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_normal_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_normal_vert.glsl index 1e0f8b39a63..21469761bd8 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_normal_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_normal_vert.glsl @@ -19,13 +19,13 @@ VERTEX_SHADER_CREATE_INFO(overlay_mesh_loop_normal) bool test_occlusion() { float3 ndc = (gl_Position.xyz / gl_Position.w) * 0.5f + 0.5f; - return (ndc.z - 0.00035f) > texture(depthTex, ndc.xy).r; + return (ndc.z - 0.00035f) > texture(depth_tx, ndc.xy).r; } void main() { /* Avoid undefined behavior after return. */ - finalColor = float4(0.0f); + final_color = float4(0.0f); gl_Position = float4(0.0f); #if defined(FACE_NORMAL) || defined(VERT_NORMAL) || defined(LOOP_NORMAL) @@ -63,7 +63,7 @@ void main() } # endif - finalColor = colorNormal; + final_color = colorNormal; #elif defined(VERT_NORMAL) # if defined(FLOAT_NORMAL) @@ -72,7 +72,7 @@ void main() # else nor = gpu_attr_load_uint_1010102_snorm(vnor, gpu_attr_0, vert_i).xyz; # endif - finalColor = colorVNormal; + final_color = colorVNormal; #elif defined(LOOP_NORMAL) # if defined(FLOAT_NORMAL) @@ -86,7 +86,7 @@ void main() nor = gpu_attr_load_uint_1010102_snorm(lnor, gpu_attr_0, vert_i).xyz; } # endif - finalColor = colorLNormal; + final_color = colorLNormal; #else @@ -96,21 +96,21 @@ void main() return; } nor = lnor.xyz; - finalColor = colorLNormal; + final_color = colorLNormal; } else if (!all(equal(vnor.xyz, float3(0)))) { if (vnor.w < 0.0f) { return; } nor = vnor.xyz; - finalColor = colorVNormal; + final_color = colorVNormal; } else { nor = norAndFlag.xyz; if (all(equal(nor, float3(0)))) { return; } - finalColor = colorNormal; + final_color = colorNormal; } float3 ls_pos = pos; #endif @@ -119,27 +119,27 @@ void main() float3 world_pos = drw_point_object_to_world(ls_pos); if ((gl_VertexID & 1) == 0) { - if (isConstantScreenSizeNormals) { + if (is_constant_screen_size_normals) { bool is_persp = (drw_view().winmat[3][3] == 0.0f); if (is_persp) { float dist_fac = length(drw_view_position() - world_pos); float cos_fac = dot(drw_view_forward(), drw_world_incident_vector(world_pos)); - world_pos += n * normalScreenSize * dist_fac * cos_fac * globalsBlock.pixel_fac * + world_pos += n * normal_screen_size * dist_fac * cos_fac * globalsBlock.pixel_fac * sizePixel; } else { float frustrum_fac = mul_project_m4_v3_zfac(globalsBlock.pixel_fac, n) * sizePixel; - world_pos += n * normalScreenSize * frustrum_fac; + world_pos += n * normal_screen_size * frustrum_fac; } } else { - world_pos += n * normalSize; + world_pos += n * normal_size; } } gl_Position = drw_point_world_to_homogenous(world_pos); - finalColor.a *= (test_occlusion()) ? alpha : 1.0f; + final_color.a *= (test_occlusion()) ? alpha : 1.0f; view_clipping_distances(world_pos); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl index c4e09f06443..25152491bf6 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl @@ -29,13 +29,13 @@ void main() float theta = M_TAU * (float(vert_id) / 63.0f); float3 circle_P = float3(cos(theta), 0.0f, sin(theta)); - finalColor = colorSkinRoot; + final_color = colorSkinRoot; #else float3 lP = local_pos; float circle_size = size; float3 circle_P = pos; /* Manual stipple: one segment out of 2 is transparent. */ - finalColor = ((gl_VertexID & 1) == 0) ? colorSkinRoot : float4(0.0f); + final_color = ((gl_VertexID & 1) == 0) ? colorSkinRoot : float4(0.0f); #endif float3 screen_pos = (right * circle_P.x + up * circle_P.z) * circle_size; float4 pos_4d = drw_modelmat() * float4(lP + screen_pos, 1.0f); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert.glsl index 26abf194f32..a17c4a7edea 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert.glsl @@ -17,15 +17,15 @@ VERTEX_SHADER_CREATE_INFO(overlay_edit_mesh_vert) #ifdef EDGE /* Ugly but needed to keep the same vertex shader code for other passes. */ -# define finalColor geometry_in.finalColor_ -# define finalColorOuter geometry_in.finalColorOuter_ +# define final_color geometry_in.final_color_ +# define final_color_outer geometry_in.final_color_outer_ # define selectOverride geometry_in.selectOverride_ #endif bool test_occlusion() { float3 ndc = (gl_Position.xyz / gl_Position.w) * 0.5f + 0.5f; - float4 depths = textureGather(depthTex, ndc.xy); + float4 depths = textureGather(depth_tx, ndc.xy); return all(greaterThan(float4(ndc.z), depths)); } @@ -45,14 +45,14 @@ void main() /* Offset Z position for retopology overlay. */ gl_Position.z += get_homogenous_z_offset( - drw_view().winmat, view_pos.z, gl_Position.w, retopologyOffset); + drw_view().winmat, view_pos.z, gl_Position.w, retopology_offset); - uint4 m_data = data & uint4(dataMask); + uint4 m_data = data & uint4(data_mask); #if defined(VERT) - vertexCrease = float(m_data.z >> 4) / 15.0f; - finalColor = EDIT_MESH_vertex_color(m_data.y, vertexCrease); - gl_PointSize = sizeVertex * ((vertexCrease > 0.0f) ? 3.0f : 2.0f); + vertex_crease = float(m_data.z >> 4) / 15.0f; + final_color = EDIT_MESH_vertex_color(m_data.y, vertex_crease); + gl_PointSize = sizeVertex * ((vertex_crease > 0.0f) ? 3.0f : 2.0f); /* Make selected and active vertex always on top. */ if ((data.x & VERT_SELECTED) != 0u) { gl_Position.z -= 5e-7f * abs(gl_Position.w); @@ -65,25 +65,25 @@ void main() #elif defined(EDGE) # ifdef FLAT - finalColor = EDIT_MESH_edge_color_inner(m_data.y); + final_color = EDIT_MESH_edge_color_inner(m_data.y); selectOverride = 1u; # else - finalColor = EDIT_MESH_edge_vertex_color(m_data.y); + final_color = EDIT_MESH_edge_vertex_color(m_data.y); selectOverride = (m_data.y & EDGE_SELECTED); # endif float edge_crease = float(m_data.z & 0xFu) / 15.0f; float bweight = float(m_data.w) / 255.0f; - finalColorOuter = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, edge_crease, bweight); + final_color_outer = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, edge_crease, bweight); - if (finalColorOuter.a > 0.0f) { + if (final_color_outer.a > 0.0f) { gl_Position.z -= 5e-7f * abs(gl_Position.w); } bool occluded = false; /* Done in fragment shader */ #elif defined(FACE) - finalColor = EDIT_MESH_face_color(m_data.x); + final_color = EDIT_MESH_face_color(m_data.x); bool occluded = true; # ifdef GPU_METAL @@ -92,7 +92,7 @@ void main() # endif #elif defined(FACEDOT) - finalColor = EDIT_MESH_facedot_color(norAndFlag.w); + final_color = EDIT_MESH_facedot_color(norAndFlag.w); /* Bias Face-dot Z position in clip-space. */ gl_Position.z -= (drw_view().winmat[3][3] == 0.0f) ? 0.00035f : 1e-6f; @@ -102,7 +102,7 @@ void main() #endif - finalColor.a *= (occluded) ? alpha : 1.0f; + final_color.a *= (occluded) ? alpha : 1.0f; #if !defined(FACE) /* Facing based color blend */ @@ -113,9 +113,9 @@ void main() facing = 1.0f - abs(facing) * 0.2f; /* Do interpolation in a non-linear space to have a better visual result. */ - finalColor.rgb = mix(finalColor.rgb, - non_linear_blend_color(colorEditMeshMiddle.rgb, finalColor.rgb, facing), - fresnelMixEdit); + final_color.rgb = mix(final_color.rgb, + non_linear_blend_color(colorEditMeshMiddle.rgb, final_color.rgb, facing), + fresnelMixEdit); #endif gl_Position.z -= ndc_offset_factor * ndc_offset; diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_particle_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_particle_point_vert.glsl index 5672bb47180..1b1bad3e3e6 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_particle_point_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_particle_point_vert.glsl @@ -27,7 +27,7 @@ float3 weight_to_rgb(float t) return float3(1.0f, 0.0f, 1.0f); } else { - return texture(weightTex, t).rgb; + return texture(weight_tx, t).rgb; } } @@ -37,8 +37,8 @@ void main() bool is_active = (data & EDIT_CURVES_ACTIVE_HANDLE) != 0u; bool is_bezier_handle = (data & EDIT_CURVES_BEZIER_HANDLE) != 0u; - if (is_bezier_handle && ((uint(curveHandleDisplay) == CURVE_HANDLE_NONE) || - (uint(curveHandleDisplay) == CURVE_HANDLE_SELECTED) && !is_active)) + if (is_bezier_handle && ((uint(curve_handle_display) == CURVE_HANDLE_NONE) || + (uint(curve_handle_display) == CURVE_HANDLE_SELECTED) && !is_active)) { DISCARD_VERTEX } @@ -48,32 +48,32 @@ void main() gl_Position = drw_point_world_to_homogenous(world_pos); float end_point_size_factor = 1.0f; - if (useWeight) { - finalColor = float4(weight_to_rgb(selection), 1.0f); + if (use_weight) { + final_color = float4(weight_to_rgb(selection), 1.0f); } else { - float4 color_selected = useGreasePencil ? colorGpencilVertexSelect : colorVertexSelect; - float4 color_not_selected = useGreasePencil ? colorGpencilVertex : colorVertex; - finalColor = mix(color_not_selected, color_selected, selection); + float4 color_selected = use_grease_pencil ? colorGpencilVertexSelect : colorVertexSelect; + float4 color_not_selected = use_grease_pencil ? colorGpencilVertex : colorVertex; + final_color = mix(color_not_selected, color_selected, selection); #if 1 /* Should be checking CURVES_POINT */ - if (doStrokeEndpoints) { + if (do_stroke_endpoints) { bool is_stroke_start = (vflag & GP_EDIT_STROKE_START) != 0u; bool is_stroke_end = (vflag & GP_EDIT_STROKE_END) != 0u; if (is_stroke_start) { end_point_size_factor *= 2.0f; - finalColor.rgb = float3(0.0f, 1.0f, 0.0f); + final_color.rgb = float3(0.0f, 1.0f, 0.0f); } else if (is_stroke_end) { end_point_size_factor *= 1.5f; - finalColor.rgb = float3(1.0f, 0.0f, 0.0f); + final_color.rgb = float3(1.0f, 0.0f, 0.0f); } } #endif } - float vsize = useGreasePencil ? sizeVertexGpencil : sizeVertex; + float vsize = use_grease_pencil ? sizeVertexGpencil : sizeVertex; gl_PointSize = vsize * 2.0f * end_point_size_factor; view_clipping_distances(world_pos); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_particle_strand_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_particle_strand_vert.glsl index 70319e01e05..73c866a38f3 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_particle_strand_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_particle_strand_vert.glsl @@ -23,7 +23,7 @@ float3 weight_to_rgb(float t) return float3(1.0f, 0.0f, 1.0f); } else { - return texture(weightTex, t).rgb; + return texture(weight_tx, t).rgb; } } @@ -32,12 +32,12 @@ void main() float3 world_pos = drw_point_object_to_world(pos); gl_Position = drw_point_world_to_homogenous(world_pos); - if (useWeight) { - finalColor = float4(weight_to_rgb(selection), 1.0f); + if (use_weight) { + final_color = float4(weight_to_rgb(selection), 1.0f); } else { - float4 use_color = useGreasePencil ? colorGpencilVertexSelect : colorVertexSelect; - finalColor = mix(colorWireEdit, use_color, selection); + float4 use_color = use_grease_pencil ? colorGpencilVertexSelect : colorVertexSelect; + final_color = mix(colorWireEdit, use_color, selection); } view_clipping_distances(world_pos); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_pointcloud_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_pointcloud_vert.glsl index ed82e99f43d..431c9a28200 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_pointcloud_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_pointcloud_vert.glsl @@ -12,7 +12,7 @@ VERTEX_SHADER_CREATE_INFO(overlay_edit_pointcloud) void main() { - finalColor = colorVertexSelect; + final_color = colorVertexSelect; float radius = pos_rad.w; float3 world_pos = drw_point_object_to_world(pos_rad.xyz); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_frag.glsl index a7d0de28b8c..bfac9dba313 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_frag.glsl @@ -27,44 +27,44 @@ void main() float4 inner_color = float4(float3(0.0f), 1.0f); float4 outer_color = float4(0.0f); - float2 dd = fwidth(stipplePos); - float line_distance = distance(stipplePos, stippleStart) / max(dd.x, dd.y); + float2 dd = fwidth(stipple_pos); + float line_distance = distance(stipple_pos, stipple_start) / max(dd.x, dd.y); - if (OVERLAY_UVLineStyle(lineStyle) == OVERLAY_UV_LINE_STYLE_OUTLINE) { + if (OVERLAY_UVLineStyle(line_style) == OVERLAY_UV_LINE_STYLE_OUTLINE) { if (use_edge_select) { /* TODO(@ideasman42): The current wire-edit color contrast enough against the selection. * Look into changing the default theme color instead of reducing contrast with edge-select. */ - inner_color = (selectionFac != 0.0f) ? colorEdgeSelect : (colorWireEdit * 0.5f); + inner_color = (selection_fac != 0.0f) ? colorEdgeSelect : (colorWireEdit * 0.5f); } else { - inner_color = mix(colorWireEdit, colorEdgeSelect, selectionFac); + inner_color = mix(colorWireEdit, colorEdgeSelect, selection_fac); } outer_color = float4(float3(0.0f), 1.0f); } - else if (OVERLAY_UVLineStyle(lineStyle) == OVERLAY_UV_LINE_STYLE_DASH) { - if (fract(line_distance / dashLength) < 0.5f) { - inner_color = mix(float4(float3(0.35f), 1.0f), colorEdgeSelect, selectionFac); + else if (OVERLAY_UVLineStyle(line_style) == OVERLAY_UV_LINE_STYLE_DASH) { + if (fract(line_distance / dash_length) < 0.5f) { + inner_color = mix(float4(float3(0.35f), 1.0f), colorEdgeSelect, selection_fac); } } - else if (OVERLAY_UVLineStyle(lineStyle) == OVERLAY_UV_LINE_STYLE_BLACK) { + else if (OVERLAY_UVLineStyle(line_style) == OVERLAY_UV_LINE_STYLE_BLACK) { float4 base_color = float4(float3(0.0f), 1.0f); - inner_color = mix(base_color, colorEdgeSelect, selectionFac); + inner_color = mix(base_color, colorEdgeSelect, selection_fac); } - else if (OVERLAY_UVLineStyle(lineStyle) == OVERLAY_UV_LINE_STYLE_WHITE) { + else if (OVERLAY_UVLineStyle(line_style) == OVERLAY_UV_LINE_STYLE_WHITE) { float4 base_color = float4(1.0f); - inner_color = mix(base_color, colorEdgeSelect, selectionFac); + inner_color = mix(base_color, colorEdgeSelect, selection_fac); } - else if (OVERLAY_UVLineStyle(lineStyle) == OVERLAY_UV_LINE_STYLE_SHADOW) { + else if (OVERLAY_UVLineStyle(line_style) == OVERLAY_UV_LINE_STYLE_SHADOW) { inner_color = colorUVShadow; } - float dist = abs(edgeCoord) - max(sizeEdge - 0.5f, 0.0f); + float dist = abs(edge_coord) - max(sizeEdge - 0.5f, 0.0f); float dist_outer = dist - max(sizeEdge, 1.0f); float mix_w; float mix_w_outer; - if (doSmoothWire) { + if (do_smooth_wire) { mix_w = smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist); mix_w_outer = smoothstep(GRID_LINE_SMOOTH_START, GRID_LINE_SMOOTH_END, dist_outer); } @@ -80,5 +80,5 @@ void main() bool is_active = flag_test(ob_flag, OBJECT_ACTIVE); final_color.a *= is_active ? alpha : (alpha * 0.25f); - fragColor = final_color; + frag_color = final_color; } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_vert.glsl index 0a8809d191b..63499566c13 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_vert.glsl @@ -78,10 +78,10 @@ struct GeomOut { void export_vertex(GeomOut geom_out) { - selectionFac = float(geom_out.selected); - stippleStart = geom_out.stipple_start; - stipplePos = geom_out.stipple_pos; - edgeCoord = geom_out.edge_coord; + selection_fac = float(geom_out.selected); + stipple_start = geom_out.stipple_start; + stipple_pos = geom_out.stipple_pos; + edge_coord = geom_out.edge_coord; gl_Position = geom_out.gpu_position; } @@ -111,11 +111,11 @@ void geometry_main(VertOut geom_in[2], float half_size = sizeEdge; /* Enlarge edge for outline drawing. */ /* Factor of 3.0 out of nowhere! Seems to fix issues with float imprecision. */ - half_size += (OVERLAY_UVLineStyle(lineStyle) == OVERLAY_UV_LINE_STYLE_OUTLINE) ? - max(sizeEdge * (doSmoothWire ? 1.0f : 3.0f), 1.0f) : + half_size += (OVERLAY_UVLineStyle(line_style) == OVERLAY_UV_LINE_STYLE_OUTLINE) ? + max(sizeEdge * (do_smooth_wire ? 1.0f : 3.0f), 1.0f) : 0.0f; /* Add 1 PX for AA. */ - if (doSmoothWire) { + if (do_smooth_wire) { half_size += 0.5f; } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_face_dots_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_face_dots_vert.glsl index e2169d9e78c..f7ba56ef8f3 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_face_dots_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_face_dots_vert.glsl @@ -14,6 +14,6 @@ void main() float3 world_pos = float3(au, 0.0f); gl_Position = drw_point_world_to_homogenous(world_pos); - finalColor = ((flag & FACE_UV_SELECT) != 0u) ? colorFaceDot : float4(colorWire.rgb, 1.0f); - gl_PointSize = pointSize; + final_color = ((flag & FACE_UV_SELECT) != 0u) ? colorFaceDot : float4(colorWire.rgb, 1.0f); + gl_PointSize = dot_size; } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_faces_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_faces_vert.glsl index cc12026b678..ae10bd094d4 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_faces_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_faces_vert.glsl @@ -21,7 +21,7 @@ void main() eObjectInfoFlag ob_flag = drw_object_infos().flag; bool is_object_active = flag_test(ob_flag, OBJECT_ACTIVE); - finalColor = (is_selected) ? colorFaceSelect : colorFace; - finalColor = (is_active) ? colorEditMeshActive : finalColor; - finalColor.a *= is_object_active ? uvOpacity : (uvOpacity * 0.25f); + final_color = (is_selected) ? colorFaceSelect : colorFace; + final_color = (is_active) ? colorEditMeshActive : final_color; + final_color.a *= is_object_active ? uv_opacity : (uv_opacity * 0.25f); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_image_mask_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_image_mask_frag.glsl index 922f5ca3695..48309396af5 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_image_mask_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_image_mask_frag.glsl @@ -11,7 +11,7 @@ FRAGMENT_SHADER_CREATE_INFO(overlay_edit_uv_mask_image) void main() { float2 uvs_clamped = clamp(uvs, 0.0f, 1.0f); - float mask_value = texture_read_as_linearrgb(imgTexture, true, uvs_clamped).r; + float mask_value = texture_read_as_linearrgb(img_tx, true, uvs_clamped).r; mask_value = mix(1.0f, mask_value, opacity); - fragColor = float4(color.rgb * mask_value, color.a); + frag_color = float4(color.rgb * mask_value, color.a); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_stretching_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_stretching_vert.glsl index 65f73e5c84a..16d18e84ea0 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_stretching_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_stretching_vert.glsl @@ -83,9 +83,9 @@ void main() stretch = stretch; stretch = 1.0f - stretch * stretch; #else - float stretch = 1.0f - area_ratio_to_stretch(ratio, totalAreaRatio); + float stretch = 1.0f - area_ratio_to_stretch(ratio, total_area_ratio); #endif - finalColor = float4(weight_to_rgb(stretch), stretch_opacity); + final_color = float4(weight_to_rgb(stretch), stretch_opacity); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_verts_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_verts_frag.glsl index 0b51369917a..746a9b2841d 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_verts_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_verts_frag.glsl @@ -25,10 +25,10 @@ void main() float midStroke = 0.5f * (radii[1] + radii[2]); if (dist > midStroke) { - fragColor.rgb = outlineColor.rgb; - fragColor.a = mix(outlineColor.a, 0.0f, smoothstep(radii[1], radii[0], dist)); + frag_color.rgb = outline_color.rgb; + frag_color.a = mix(outline_color.a, 0.0f, smoothstep(radii[1], radii[0], dist)); } else { - fragColor = mix(fillColor, outlineColor, smoothstep(radii[3], radii[2], dist)); + frag_color = mix(fill_color, outline_color, smoothstep(radii[3], radii[2], dist)); } } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_verts_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_verts_vert.glsl index d7155f11b22..9c381e3caaa 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_verts_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_verts_vert.glsl @@ -17,8 +17,8 @@ void main() bool is_selected = (flag & (VERT_UV_SELECT | FACE_UV_SELECT)) != 0u; bool is_pinned = (flag & VERT_UV_PINNED) != 0u; float4 deselect_col = (is_pinned) ? pinned_col : float4(color.rgb, 1.0f); - fillColor = (is_selected) ? colorVertexSelect : deselect_col; - outlineColor = (is_pinned) ? pinned_col : float4(fillColor.rgb, 0.0f); + fill_color = (is_selected) ? colorVertexSelect : deselect_col; + outline_color = (is_pinned) ? pinned_col : float4(fill_color.rgb, 0.0f); float3 world_pos = float3(au, 0.0f); /* Move selected vertices to the top @@ -26,17 +26,17 @@ void main() * actual pixels are at 0.75, 1.0 is used for the background. */ float depth = is_selected ? (is_pinned ? 0.05f : 0.10f) : 0.15f; gl_Position = float4(drw_point_world_to_homogenous(world_pos).xy, depth, 1.0f); - gl_PointSize = pointSize; + gl_PointSize = dot_size; /* calculate concentric radii in pixels */ - float radius = 0.5f * pointSize; + float radius = 0.5f * dot_size; /* start at the outside and progress toward the center */ radii[0] = radius; radii[1] = radius - 1.0f; - radii[2] = radius - outlineWidth; - radii[3] = radius - outlineWidth - 1.0f; + radii[2] = radius - outline_width; + radii[3] = radius - outline_width - 1.0f; /* convert to PointCoord units */ - radii /= pointSize; + radii /= dot_size; } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_extra_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_extra_frag.glsl index 19c75810487..bfdd82952be 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_extra_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_extra_frag.glsl @@ -11,11 +11,11 @@ FRAGMENT_SHADER_CREATE_INFO(overlay_extra_groundline) void main() { - fragColor = finalColor; + frag_color = final_color; #ifdef IS_SPOT_CONE - lineOutput = float4(0.0f); + line_output = float4(0.0f); #else - lineOutput = pack_line_data(gl_FragCoord.xy, edgeStart, edgePos); + line_output = pack_line_data(gl_FragCoord.xy, edge_start, edge_pos); select_id_output(select_id); #endif } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_extra_groundline_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_extra_groundline_vert.glsl index 5b8c3680a81..4a24f7d5905 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_extra_groundline_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_extra_groundline_vert.glsl @@ -14,7 +14,7 @@ VERTEX_SHADER_CREATE_INFO(overlay_extra_groundline) void main() { select_id_set(in_select_buf[gl_InstanceID]); - finalColor = colorLight; + final_color = colorLight; /* Relative to DPI scaling. Have constant screen size. */ float3 screen_pos = drw_view().viewinv[0].xyz * pos.x + drw_view().viewinv[1].xyz * pos.y; @@ -27,7 +27,7 @@ void main() gl_Position = drw_point_world_to_homogenous(world_pos); /* Convert to screen position [0..sizeVp]. */ - edgePos = edgeStart = ((gl_Position.xy / gl_Position.w) * 0.5f + 0.5f) * sizeViewport; + edge_pos = edge_start = ((gl_Position.xy / gl_Position.w) * 0.5f + 0.5f) * sizeViewport; view_clipping_distances(world_pos); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_extra_lightprobe_grid_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_extra_lightprobe_grid_vert.glsl index 179ef27ac74..f068d1881e9 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_extra_lightprobe_grid_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_extra_lightprobe_grid_vert.glsl @@ -14,7 +14,7 @@ VERTEX_SHADER_CREATE_INFO(draw_modelmat) float4 color_from_id(float color_id) { - if (isTransform) { + if (is_transform) { return colorTransform; } else if (color_id == 1.0f) { @@ -27,7 +27,7 @@ float4 color_from_id(float color_id) return colorTransform; } -/* Replace top 2 bits (of the 16bit output) by outlineId. +/* Replace top 2 bits (of the 16bit output) by outline_id. * This leaves 16K different IDs to create outlines between objects. * SHIFT = (32 - (16 - 2)) */ #define SHIFT 18u @@ -35,12 +35,13 @@ float4 color_from_id(float color_id) void main() { select_id_set(drw_custom_id()); - float4x4 model_mat = gridModelMatrix; + float4x4 model_mat = grid_model_matrix; model_mat[0][3] = model_mat[1][3] = model_mat[2][3] = 0.0f; model_mat[3][3] = 1.0f; - float color_id = gridModelMatrix[3].w; + float color_id = grid_model_matrix[3].w; - int3 grid_resolution = int3(gridModelMatrix[0].w, gridModelMatrix[1].w, gridModelMatrix[2].w); + int3 grid_resolution = int3( + grid_model_matrix[0].w, grid_model_matrix[1].w, grid_model_matrix[2].w); float3 ls_cell_location; /* Keep in sync with update_irradiance_probe */ @@ -56,16 +57,16 @@ void main() gl_Position = drw_point_world_to_homogenous(ws_cell_location); gl_PointSize = sizeVertex * 2.0f; - finalColor = color_from_id(color_id); + final_color = color_from_id(color_id); /* Shade occluded points differently. */ float4 p = gl_Position / gl_Position.w; - float z_depth = texture(depthBuffer, p.xy * 0.5f + 0.5f).r * 2.0f - 1.0f; + float z_depth = texture(depth_buffer, p.xy * 0.5f + 0.5f).r * 2.0f - 1.0f; float z_delta = p.z - z_depth; if (z_delta > 0.0f) { float fac = 1.0f - z_delta * 10000.0f; /* Smooth blend to avoid flickering. */ - finalColor = mix(colorBackground, finalColor, clamp(fac, 0.2f, 1.0f)); + final_color = mix(colorBackground, final_color, clamp(fac, 0.2f, 1.0f)); } view_clipping_distances(ws_cell_location); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_extra_loose_point_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_extra_loose_point_frag.glsl index 854ec49a2fb..7d38f60f51a 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_extra_loose_point_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_extra_loose_point_frag.glsl @@ -14,11 +14,11 @@ void main() float fac = dist * dist * 4.0f; /* Non linear blend. */ float4 col1 = sqrt(colorEditMeshMiddle); - float4 col2 = sqrt(finalColor); - fragColor = mix(col1, col2, 0.45f + fac * 0.65f); - fragColor *= fragColor; + float4 col2 = sqrt(final_color); + frag_color = mix(col1, col2, 0.45f + fac * 0.65f); + frag_color *= frag_color; - lineOutput = float4(0.0f); + line_output = float4(0.0f); /* Make the effect more like a fresnel by offsetting * the depth and creating mini-spheres. diff --git a/source/blender/draw/engines/overlay/shaders/overlay_extra_loose_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_extra_loose_point_vert.glsl index 823e69129b4..1fb0d33db00 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_extra_loose_point_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_extra_loose_point_vert.glsl @@ -13,7 +13,7 @@ VERTEX_SHADER_CREATE_INFO(draw_modelmat) void main() { - finalColor = data_buf[gl_VertexID].color_; + final_color = data_buf[gl_VertexID].color_; float3 world_pos = (drw_modelmat() * float4(data_buf[gl_VertexID].pos_.xyz, 1.0f)).xyz; gl_Position = drw_point_world_to_homogenous(world_pos); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_extra_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_extra_point_vert.glsl index 134fc3e2900..5cea0f34d5e 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_extra_point_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_extra_point_vert.glsl @@ -28,8 +28,8 @@ void main() radii[3] = radius - outline_width - 1.0f; radii /= sizeObjectCenter; - fillColor = data_buf[gl_VertexID].color_; - outlineColor = colorOutline; + fill_color = data_buf[gl_VertexID].color_; + outline_color = colorOutline; #ifdef SELECT_ENABLE /* Selection frame-buffer can be very small. diff --git a/source/blender/draw/engines/overlay/shaders/overlay_extra_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_extra_vert.glsl index fe8b97cd8bb..b7257ed86aa 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_extra_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_extra_vert.glsl @@ -65,9 +65,9 @@ void main() obmat[0][3] = obmat[1][3] = obmat[2][3] = 0.0f; obmat[3][3] = 1.0f; - finalColor = color; + final_color = color; if (color.a < 0.0f) { - finalColor.a = 1.0f; + final_color.a = 1.0f; } float lamp_spot_sine; @@ -120,16 +120,16 @@ void main() /* Override color. */ switch (int(camera_distance_color)) { case 0: /* Mist */ - finalColor = float4(0.5f, 0.5f, 0.5f, 1.0f); + final_color = float4(0.5f, 0.5f, 0.5f, 1.0f); break; case 1: /* Mist Active */ - finalColor = float4(1.0f, 1.0f, 1.0f, 1.0f); + final_color = float4(1.0f, 1.0f, 1.0f, 1.0f); break; case 2: /* Clip */ - finalColor = float4(0.5f, 0.5f, 0.25f, 1.0f); + final_color = float4(0.5f, 0.5f, 0.25f, 1.0f); break; case 3: /* Clip Active */ - finalColor = float4(1.0f, 1.0f, 0.5f, 1.0f); + final_color = float4(1.0f, 1.0f, 0.5f, 1.0f); break; } } @@ -162,8 +162,8 @@ void main() float3 axis_color = float3(0.0f); axis_color[int(axis)] = 1.0f; - finalColor.rgb = mix(axis_color + fract(axis), color.rgb, color.a); - finalColor.a = 1.0f; + final_color.rgb = mix(axis_color + fract(axis), color.rgb, color.a); + final_color.a = 1.0f; } /* Not exclusive with previous flags. */ @@ -173,16 +173,16 @@ void main() float color_intensity = fract(color.r); switch (color_class) { case 0: /* No eye (convergence plane). */ - finalColor = float4(1.0f, 1.0f, 1.0f, 1.0f); + final_color = float4(1.0f, 1.0f, 1.0f, 1.0f); break; case 1: /* Left eye. */ - finalColor = float4(0.0f, 1.0f, 1.0f, 1.0f); + final_color = float4(0.0f, 1.0f, 1.0f, 1.0f); break; case 2: /* Right eye. */ - finalColor = float4(1.0f, 0.0f, 0.0f, 1.0f); + final_color = float4(1.0f, 0.0f, 0.0f, 1.0f); break; } - finalColor *= float4(float3(color_intensity), color.g); + final_color *= float4(float3(color_intensity), color.g); } float3 world_pos; @@ -230,7 +230,7 @@ void main() gl_Position = drw_point_world_to_homogenous(world_pos); /* Convert to screen position [0..sizeVp]. */ - edgePos = edgeStart = ((gl_Position.xy / gl_Position.w) * 0.5f + 0.5f) * sizeViewport; + edge_pos = edge_start = ((gl_Position.xy / gl_Position.w) * 0.5f + 0.5f) * sizeViewport; #if defined(SELECT_ENABLE) /* HACK: to avoid losing sub-pixel object in selections, we add a bit of randomness to the diff --git a/source/blender/draw/engines/overlay/shaders/overlay_extra_wire_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_extra_wire_frag.glsl index 0790f538148..cf966b8ca8c 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_extra_wire_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_extra_wire_frag.glsl @@ -11,22 +11,22 @@ FRAGMENT_SHADER_CREATE_INFO(overlay_extra_wire_base) void main() { - fragColor = finalColor; + frag_color = final_color; /* Stipple */ constexpr float dash_width = 6.0f; constexpr float dash_factor = 0.5f; - lineOutput = pack_line_data(gl_FragCoord.xy, stipple_start, stipple_coord); + line_output = pack_line_data(gl_FragCoord.xy, stipple_start, stipple_coord); float dist = distance(stipple_start, stipple_coord); - if (fragColor.a == 0.0f) { + if (frag_color.a == 0.0f) { /* Disable stippling. */ dist = 0.0f; } - fragColor.a = 1.0f; + frag_color.a = 1.0f; #ifndef SELECT_ENABLE /* Discarding inside the selection will create some undefined behavior. diff --git a/source/blender/draw/engines/overlay/shaders/overlay_extra_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_extra_wire_vert.glsl index 51e2b17e9e0..0312ddbd1e7 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_extra_wire_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_extra_wire_vert.glsl @@ -39,24 +39,24 @@ void main() #ifdef OBJECT_WIRE /* Extract data packed inside the unused float4x4 members. */ - finalColor = float4( + final_color = float4( drw_modelmat()[0][3], drw_modelmat()[1][3], drw_modelmat()[2][3], drw_modelmat()[3][3]); #else if (colorid != 0) { /* TH_CAMERA_PATH is the only color code at the moment. * Checking `colorid != 0` to avoid having to sync its value with the GLSL code. */ - finalColor = colorCameraPath; - finalColor.a = 0.0f; /* No Stipple */ + final_color = colorCameraPath; + final_color.a = 0.0f; /* No Stipple */ } else { - finalColor = color; - finalColor.a = 1.0f; /* Stipple */ + final_color = color; + final_color.a = 1.0f; /* Stipple */ } #endif #if defined(SELECT_ENABLE) - finalColor.a = 0.0f; /* No Stipple */ + final_color.a = 0.0f; /* No Stipple */ #endif view_clipping_distances(world_pos); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_facing_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_facing_frag.glsl index ce630971d04..b06e1cda47e 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_facing_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_facing_frag.glsl @@ -8,7 +8,7 @@ FRAGMENT_SHADER_CREATE_INFO(overlay_facing_base) void main() { - fragColor = gl_FrontFacing ? colorFaceFront : colorFaceBack; + frag_color = gl_FrontFacing ? colorFaceFront : colorFaceBack; /* Pre-multiply the output as we do not do any blending in the frame-buffer. */ - fragColor.rgb *= fragColor.a; + frag_color.rgb *= frag_color.a; } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_grid_background_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_grid_background_frag.glsl index 9944c8e98a5..3f9261b5f2c 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_grid_background_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_grid_background_frag.glsl @@ -8,7 +8,7 @@ FRAGMENT_SHADER_CREATE_INFO(overlay_grid_background) void main() { - fragColor = ucolor; - float scene_depth = texelFetch(depthBuffer, int2(gl_FragCoord.xy), 0).r; - fragColor.a = (scene_depth == 1.0f) ? 1.0f : 0.0f; + frag_color = ucolor; + float scene_depth = texelFetch(depth_buffer, int2(gl_FragCoord.xy), 0).r; + frag_color.a = (scene_depth == 1.0f) ? 1.0f : 0.0f; } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_image_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_image_frag.glsl index 128db172837..5e5e8568e14 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_image_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_image_frag.glsl @@ -13,23 +13,23 @@ void main() { float2 uvs_clamped = clamp(uvs, 0.0f, 1.0f); float4 tex_color; - tex_color = texture_read_as_linearrgb(imgTexture, imgPremultiplied, uvs_clamped); + tex_color = texture_read_as_linearrgb(img_tx, img_premultiplied, uvs_clamped); - fragColor = tex_color * ucolor; + frag_color = tex_color * ucolor; - if (!imgAlphaBlend) { + if (!img_alpha_blend) { /* Arbitrary discard anything below 5% opacity. * Note that this could be exposed to the User. */ if (tex_color.a < 0.05f) { discard; } else { - fragColor.a = 1.0f; + frag_color.a = 1.0f; } } /* Pre-multiplied blending. */ - fragColor.rgb *= fragColor.a; + frag_color.rgb *= frag_color.a; select_id_output(select_id); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_image_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_image_vert.glsl index a8496bfd7fc..e570af47b43 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_image_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_image_vert.glsl @@ -16,7 +16,7 @@ void main() { select_id_set(drw_custom_id()); float3 world_pos = drw_point_object_to_world(pos); - if (isCameraBackground) { + if (is_camera_background) { /* Model matrix converts to view position to avoid jittering (see #91398). */ #ifdef DEPTH_BIAS gl_Position = depth_bias_winmat * float4(world_pos, 1.0f); @@ -36,7 +36,7 @@ void main() view_clipping_distances(world_pos); } - if (depthSet) { + if (depth_set) { /* Result in a position at 1.0 (far plane). Small epsilon to avoid precision issue. * This mimics the effect of infinite projection matrix * (see http://www.terathon.com/gdc07_lengyel.pdf). */ diff --git a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_frag.glsl index 532821d6d50..6d2173eae5b 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_frag.glsl @@ -8,5 +8,5 @@ FRAGMENT_SHADER_CREATE_INFO(overlay_motion_path_line) void main() { - fragColor = interp.color; + frag_color = interp.color; } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl index b3e052a9e74..e417e70e1c7 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl @@ -37,10 +37,10 @@ struct VertOut { float4 color; }; -#define frameCurrent mpathLineSettings.x -#define frameStart mpathLineSettings.y -#define frameEnd mpathLineSettings.z -#define cacheStart mpathLineSettings.w +#define frameCurrent mpath_line_settings.x +#define frameStart mpath_line_settings.y +#define frameEnd mpath_line_settings.z +#define cacheStart mpath_line_settings.w VertOut vertex_main(VertIn vert_in) { @@ -55,13 +55,13 @@ VertOut vertex_main(VertIn vert_in) float3 blend_base = (abs(frame - frameCurrent) == 0) ? colorCurrentFrame.rgb : colorBackground.rgb; /* "bleed" CFRAME color to ease color blending */ - bool use_custom_color = customColorPre.x >= 0.0f; + bool use_custom_color = custom_color_pre.x >= 0.0f; if (frame < frameCurrent) { - vert_out.color.rgb = use_custom_color ? customColorPre : colorBeforeFrame.rgb; + vert_out.color.rgb = use_custom_color ? custom_color_pre : colorBeforeFrame.rgb; } else if (frame > frameCurrent) { - vert_out.color.rgb = use_custom_color ? customColorPost : colorAfterFrame.rgb; + vert_out.color.rgb = use_custom_color ? custom_color_post : colorAfterFrame.rgb; } else /* if (frame == frameCurrent) */ { vert_out.color.rgb = use_custom_color ? colorCurrentFrame.rgb : blend_base; @@ -108,7 +108,7 @@ void geometry_main(VertOut geom_in[2], float2 edge_dir = orthogonal(normalize(ss_P1 - ss_P0 + 1e-8f)) * sizeViewportInv; bool is_persp = (drw_view().winmat[3][3] == 0.0f); - float line_size = float(lineThickness) * sizePixel; + float line_size = float(line_thickness) * sizePixel; GeomOut geom_out; diff --git a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl index 584e2997e35..7c26e3d52dc 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl @@ -9,52 +9,52 @@ VERTEX_SHADER_CREATE_INFO(overlay_motion_path_point) #include "draw_view_clipping_lib.glsl" #include "draw_view_lib.glsl" -#define pointSize mpathPointSettings.x -#define frameCurrent mpathPointSettings.y -#define cacheStart mpathPointSettings.z -#define stepSize mpathPointSettings.w - void main() { + int pt_size = mpath_point_settings.x; + int frameCurrent = mpath_point_settings.y; + int cacheStart = mpath_point_settings.z; + int stepSize = mpath_point_settings.w; + gl_Position = drw_view().winmat * (drw_view().viewmat * (camera_space_matrix * float4(pos, 1.0f))); - gl_PointSize = float(pointSize + 2); + gl_PointSize = float(pt_size + 2); int frame = gl_VertexID + cacheStart; - bool use_custom_color = customColorPre.x >= 0.0f; - finalColor = (use_custom_color) ? float4(customColorPre, 1.0f) : colorVertex; + bool use_custom_color = custom_color_pre.x >= 0.0f; + final_color = (use_custom_color) ? float4(custom_color_pre, 1.0f) : colorVertex; /* Bias to reduce z fighting with the path */ gl_Position.z -= 1e-4f; if (gl_VertexID % stepSize == 0) { - gl_PointSize = float(pointSize) + 4; + gl_PointSize = float(pt_size) + 4; } /* Draw special dot where the current frame is. */ if (frame == frameCurrent) { - gl_PointSize = float(pointSize + 8); - finalColor = colorCurrentFrame; + gl_PointSize = float(pt_size + 8); + final_color = colorCurrentFrame; /* Bias more to get these on top of keyframes */ gl_Position.z -= 1e-4f; } else if (frame < frameCurrent) { if (use_custom_color) { - finalColor = float4(customColorPre, 1.0f); + final_color = float4(custom_color_pre, 1.0f); } } else { /* frame > frameCurrent */ if (use_custom_color) { - finalColor = float4(customColorPost, 1.0f); + final_color = float4(custom_color_post, 1.0f); } } - if (showKeyFrames) { + if (show_key_frames) { /* Overrides the color to highlight points that are keyframes. */ if ((uint(flag) & MOTIONPATH_VERT_KEY) != 0u) { - gl_PointSize = float(pointSize + 5); - finalColor = colorVertexSelect; + gl_PointSize = float(pt_size + 5); + final_color = colorVertexSelect; /* Bias more to get these on top of regular points */ gl_Position.z -= 1e-4f; } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_detect_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_detect_frag.glsl index a256c769ced..504d45d7b39 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_outline_detect_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_detect_frag.glsl @@ -42,13 +42,13 @@ bool4 gather_edges(float2 uv, uint ref) { uint4 ids; #ifdef GPU_ARB_texture_gather - ids = textureGather(outlineId, uv); + ids = textureGather(outline_id_tx, uv); #else float3 ofs = float3(0.5f, 0.5f, -0.5f) * sizeViewportInv.xyy; - ids.x = textureLod(outlineId, uv - ofs.xz, 0.0f).r; - ids.y = textureLod(outlineId, uv + ofs.xy, 0.0f).r; - ids.z = textureLod(outlineId, uv + ofs.xz, 0.0f).r; - ids.w = textureLod(outlineId, uv - ofs.xy, 0.0f).r; + ids.x = textureLod(outline_id_tx, uv - ofs.xz, 0.0f).r; + ids.y = textureLod(outline_id_tx, uv + ofs.xy, 0.0f).r; + ids.z = textureLod(outline_id_tx, uv + ofs.xz, 0.0f).r; + ids.w = textureLod(outline_id_tx, uv - ofs.xy, 0.0f).r; #endif return notEqual(ids, uint4(ref)); @@ -166,7 +166,7 @@ void diag_dir(bool4 edges1, bool4 edges2, out float2 line_start, out float2 line void main() { - uint ref = textureLod(outlineId, screen_uv, 0.0f).r; + uint ref = textureLod(outline_id_tx, screen_uv, 0.0f).r; uint ref_col = ref; float2 uvs = gl_FragCoord.xy * sizeViewportInv; @@ -178,25 +178,25 @@ void main() #ifdef GPU_ARB_texture_gather /* Reminder: Samples order is CW starting from top left. */ uint2 tmp1, tmp2, tmp3, tmp4; - if (doThickOutlines) { - tmp1 = textureGather(outlineId, uvs + ofs.xy * float2(1.5f, -0.5f)).xy; - tmp2 = textureGather(outlineId, uvs + ofs.xy * float2(-1.5f, -0.5f)).yx; - tmp3 = textureGather(outlineId, uvs + ofs.xy * float2(0.5f, 1.5f)).wx; - tmp4 = textureGather(outlineId, uvs + ofs.xy * float2(0.5f, -1.5f)).xw; + if (do_thick_outlines) { + tmp1 = textureGather(outline_id_tx, uvs + ofs.xy * float2(1.5f, -0.5f)).xy; + tmp2 = textureGather(outline_id_tx, uvs + ofs.xy * float2(-1.5f, -0.5f)).yx; + tmp3 = textureGather(outline_id_tx, uvs + ofs.xy * float2(0.5f, 1.5f)).wx; + tmp4 = textureGather(outline_id_tx, uvs + ofs.xy * float2(0.5f, -1.5f)).xw; ids.x = tmp1.x; ids.y = tmp2.x; ids.z = tmp3.x; ids.w = tmp4.x; } else { - ids.xz = textureGather(outlineId, uvs + ofs.xy * 0.5f).zx; - ids.yw = textureGather(outlineId, uvs - ofs.xy * 0.5f).xz; + ids.xz = textureGather(outline_id_tx, uvs + ofs.xy * 0.5f).zx; + ids.yw = textureGather(outline_id_tx, uvs - ofs.xy * 0.5f).xz; } #else - ids.x = textureLod(outlineId, uvs + ofs.xz, 0.0f).r; - ids.y = textureLod(outlineId, uvs - ofs.xz, 0.0f).r; - ids.z = textureLod(outlineId, uvs + ofs.zy, 0.0f).r; - ids.w = textureLod(outlineId, uvs - ofs.zy, 0.0f).r; + ids.x = textureLod(outline_id_tx, uvs + ofs.xz, 0.0f).r; + ids.y = textureLod(outline_id_tx, uvs - ofs.xz, 0.0f).r; + ids.z = textureLod(outline_id_tx, uvs + ofs.zy, 0.0f).r; + ids.w = textureLod(outline_id_tx, uvs - ofs.zy, 0.0f).r; #endif bool has_edge_pos_x = has_edge(ids.x, uvs + ofs.xz, ref, ref_col, depth_uv); @@ -204,7 +204,7 @@ void main() bool has_edge_pos_y = has_edge(ids.z, uvs + ofs.zy, ref, ref_col, depth_uv); bool has_edge_neg_y = has_edge(ids.w, uvs - ofs.zy, ref, ref_col, depth_uv); - if (doThickOutlines) { + if (do_thick_outlines) { if (!any(bool4(has_edge_pos_x, has_edge_neg_x, has_edge_pos_y, has_edge_neg_y))) { #ifdef GPU_ARB_texture_gather ids.x = tmp1.y; @@ -212,10 +212,10 @@ void main() ids.z = tmp3.y; ids.w = tmp4.y; #else - ids.x = textureLod(outlineId, uvs + 2.0f * ofs.xz, 0.0f).r; - ids.y = textureLod(outlineId, uvs - 2.0f * ofs.xz, 0.0f).r; - ids.z = textureLod(outlineId, uvs + 2.0f * ofs.zy, 0.0f).r; - ids.w = textureLod(outlineId, uvs - 2.0f * ofs.zy, 0.0f).r; + ids.x = textureLod(outline_id_tx, uvs + 2.0f * ofs.xz, 0.0f).r; + ids.y = textureLod(outline_id_tx, uvs - 2.0f * ofs.xz, 0.0f).r; + ids.z = textureLod(outline_id_tx, uvs + 2.0f * ofs.zy, 0.0f).r; + ids.w = textureLod(outline_id_tx, uvs - 2.0f * ofs.zy, 0.0f).r; #endif has_edge_pos_x = has_edge(ids.x, uvs + 2.0f * ofs.xz, ref, ref_col, depth_uv); @@ -225,35 +225,35 @@ void main() } } - if (isXrayWires) { + if (is_xray_wires) { /* Don't inflate the wire outlines too much. */ has_edge_neg_x = has_edge_neg_y = false; } - /* WATCH: Keep in sync with outlineId of the pre-pass. */ + /* WATCH: Keep in sync with outline_id_tx of the pre-pass. */ uint color_id = ref_col >> 14u; if (ref_col == 0u) { - fragColor = float4(0.0f); + frag_color = float4(0.0f); } else if (color_id == 1u) { - fragColor = colorSelect; + frag_color = colorSelect; } else if (color_id == 3u) { - fragColor = colorActive; + frag_color = colorActive; } else { - fragColor = colorTransform; + frag_color = colorTransform; } - float ref_depth = textureLod(outlineDepth, depth_uv, 0.0f).r; - float scene_depth = textureLod(sceneDepth, depth_uv, 0.0f).r; + float ref_depth = textureLod(outline_depth_tx, depth_uv, 0.0f).r; + float scene_depth = textureLod(scene_depth_tx, depth_uv, 0.0f).r; /* Avoid bad cases of Z-fighting for occlusion only. */ constexpr float epsilon = 3.0f / 8388608.0f; bool occluded = (ref_depth > scene_depth + epsilon); /* NOTE: We never set alpha to 1.0 to avoid Anti-aliasing destroying the line. */ - fragColor *= (occluded ? alphaOcclu : 1.0f) * (254.0f / 255.0f); + frag_color *= (occluded ? alpha_occlu : 1.0f) * (254.0f / 255.0f); int edge_case = 0; edge_case += int(has_edge_pos_x) * XPOS; @@ -269,8 +269,8 @@ void main() return; } - if (!doAntiAliasing) { - lineOutput = float4(0.0f); + if (!do_anti_aliasing) { + line_output = float4(0.0f); return; } @@ -367,5 +367,5 @@ void main() break; } - lineOutput = pack_line_data(float2(0.0f), line_start, line_end); + line_output = pack_line_data(float2(0.0f), line_start, line_end); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_curves_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_curves_vert.glsl index 61027b74ce9..6e9a8e4c119 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_curves_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_curves_vert.glsl @@ -18,7 +18,7 @@ uint outline_colorid_get() eObjectInfoFlag ob_flag = drw_object_infos().flag; bool is_active = flag_test(ob_flag, OBJECT_ACTIVE); - if (isTransform) { + if (is_transform) { return 0u; /* colorTransform */ } else if (is_active) { @@ -31,7 +31,7 @@ uint outline_colorid_get() return 0u; } -/* Replace top 2 bits (of the 16bit output) by outlineId. +/* Replace top 2 bits (of the 16bit output) by outline_id. * This leaves 16K different IDs to create outlines between objects. * `float3 world_pos = drw_point_object_to_world(pos);` * `SHIFT = (32 - (16 - 2))`. */ diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl index 1a39f353e9e..cc5f78e70cb 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl @@ -29,8 +29,8 @@ void main() return; } - if (!gpStrokeOrder3d) { - /* Stroke order 2D. Project to gpDepthPlane. */ + if (!gp_stroke_order3d) { + /* Stroke order 2D. Project to gp_depth_plane. */ bool is_persp = drw_view().winmat[3][3] == 0.0f; float2 uvs = float2(gl_FragCoord.xy) * sizeViewportInv; float3 pos_ndc = float3(uvs, gl_FragCoord.z) * 2.0f - 1.0f; @@ -39,7 +39,7 @@ void main() float3 ray_ori = pos; float3 ray_dir = (is_persp) ? (drw_view().viewinv[3].xyz - pos) : drw_view().viewinv[2].xyz; - float3 isect = ray_plane_intersection(ray_ori, ray_dir, gpDepthPlane); + float3 isect = ray_plane_intersection(ray_ori, ray_dir, gp_depth_plane); float4 ndc = drw_point_world_to_homogenous(isect); gl_FragDepth = (ndc.z / ndc.w) * 0.5f + 0.5f; } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_vert.glsl index 4ee914badb5..1a34648cefb 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_vert.glsl @@ -17,7 +17,7 @@ uint outline_colorid_get() eObjectInfoFlag ob_flag = drw_object_infos().flag; bool is_active = flag_test(ob_flag, OBJECT_ACTIVE); - if (isTransform) { + if (is_transform) { return 0u; /* colorTransform */ } else if (is_active) { @@ -30,7 +30,7 @@ uint outline_colorid_get() return 0u; } -/* Replace top 2 bits (of the 16bit output) by outlineId. +/* Replace top 2 bits (of the 16bit output) by outline_id. * This leaves 16K different IDs to create outlines between objects. * SHIFT = (32 - (16 - 2)) */ #define SHIFT 18u diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_pointcloud_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_pointcloud_vert.glsl index c2ae32f6a62..6d2d9b4b493 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_pointcloud_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_pointcloud_vert.glsl @@ -18,7 +18,7 @@ uint outline_colorid_get() eObjectInfoFlag ob_flag = drw_object_infos().flag; bool is_active = flag_test(ob_flag, OBJECT_ACTIVE); - if (isTransform) { + if (is_transform) { return 0u; /* colorTransform */ } else if (is_active) { @@ -31,7 +31,7 @@ uint outline_colorid_get() return 0u; } -/* Replace top 2 bits (of the 16bit output) by outlineId. +/* Replace top 2 bits (of the 16bit output) by outline_id. * This leaves 16K different IDs to create outlines between objects. * SHIFT = (32 - (16 - 2)) */ #define SHIFT 18u diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_vert.glsl index dd26d003ccc..c113a198a50 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_vert.glsl @@ -17,7 +17,7 @@ uint outline_colorid_get() eObjectInfoFlag ob_flag = drw_object_infos().flag; bool is_active = flag_test(ob_flag, OBJECT_ACTIVE); - if (isTransform) { + if (is_transform) { return 0u; /* colorTransform */ } else if (is_active) { @@ -30,7 +30,7 @@ uint outline_colorid_get() return 0u; } -/* Replace top 2 bits (of the 16bit output) by outlineId. +/* Replace top 2 bits (of the 16bit output) by outline_id. * This leaves 16K different IDs to create outlines between objects. * SHIFT = (32 - (16 - 2)) */ #define SHIFT 18u diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_wire_vert.glsl index 035dca23ac2..5fc8ad76a0d 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_wire_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_wire_vert.glsl @@ -19,7 +19,7 @@ uint outline_colorid_get() eObjectInfoFlag ob_flag = drw_object_infos().flag; bool is_active = flag_test(ob_flag, OBJECT_ACTIVE); - if (isTransform) { + if (is_transform) { return 0u; /* colorTransform */ } else if (is_active) { @@ -45,7 +45,7 @@ VertIn input_assembly(uint in_vertex_id) return vert_in; } -/* Replace top 2 bits (of the 16bit output) by outlineId. +/* Replace top 2 bits (of the 16bit output) by outline_id. * This leaves 16K different IDs to create outlines between objects. * SHIFT = (32 - (16 - 2)) */ #define SHIFT 18u diff --git a/source/blender/draw/engines/overlay/shaders/overlay_paint_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_paint_point_vert.glsl index 551bbb182ab..d02b49b53ee 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_paint_point_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_paint_point_vert.glsl @@ -25,8 +25,8 @@ void main() gl_Position = float4(-2.0f, -2.0f, -2.0f, 1.0f); } - finalColor = (is_select) ? float4(1.0f) : colorWire; - finalColor.a = nor.w; + final_color = (is_select) ? float4(1.0f) : colorWire; + final_color.a = nor.w; gl_PointSize = sizeVertex * 2.0f; diff --git a/source/blender/draw/engines/overlay/shaders/overlay_paint_texture_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_paint_texture_frag.glsl index 9d5e30e059b..2075b2100bd 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_paint_texture_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_paint_texture_frag.glsl @@ -10,14 +10,14 @@ FRAGMENT_SHADER_CREATE_INFO(overlay_paint_texture) void main() { - float4 mask = float4(texture_read_as_srgb(maskImage, maskImagePremultiplied, uv_interp).rgb, + float4 mask = float4(texture_read_as_srgb(mask_image, mask_image_premultiplied, uv_interp).rgb, 1.0f); - if (maskInvertStencil) { + if (mask_invert_stencil) { mask.rgb = 1.0f - mask.rgb; } float mask_step = smoothstep(0.0f, 3.0f, mask.r + mask.g + mask.b); - mask.rgb *= maskColor; + mask.rgb *= mask_color; mask.a = mask_step * opacity; - fragColor = mask; + frag_color = mask; } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_paint_weight_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_paint_weight_frag.glsl index 752c41147cd..3d3c94bfac4 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_paint_weight_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_paint_weight_frag.glsl @@ -88,7 +88,7 @@ void main() weight_color = apply_color_fac(weight_color); /* Contour display */ - if (drawContours) { + if (draw_contours) { /* This must be executed uniformly for all fragments */ float weight_gradient = length(float2(dFdx(weight), dFdy(weight))); @@ -102,6 +102,6 @@ void main() color = mix(weight_color, color_unreferenced, alert * alert); } - fragColor = float4(color.rgb, opacity); - lineOutput = float4(0.0f); + frag_color = float4(color.rgb, opacity); + line_output = float4(0.0f); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_paint_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_paint_wire_vert.glsl index 541dc8c7510..28b879f469a 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_paint_wire_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_paint_wire_vert.glsl @@ -12,8 +12,8 @@ VERTEX_SHADER_CREATE_INFO(overlay_paint_wire) void main() { - bool is_select = (nor.w > 0.0f) && useSelect; - bool is_hidden = (nor.w < 0.0f) && useSelect; + bool is_select = (nor.w > 0.0f) && use_select; + bool is_hidden = (nor.w < 0.0f) && use_select; float3 world_pos = drw_point_object_to_world(pos); gl_Position = drw_point_world_to_homogenous(world_pos); @@ -27,11 +27,11 @@ void main() constexpr float4 colSel = float4(1.0f); - finalColor = (is_select) ? colSel : colorWire; + final_color = (is_select) ? colSel : colorWire; /* Weight paint needs a light color to contrasts with dark weights. */ - if (!useSelect) { - finalColor = float4(1.0f, 1.0f, 1.0f, 0.3f); + if (!use_select) { + final_color = float4(1.0f, 1.0f, 1.0f, 0.3f); } view_clipping_distances(world_pos); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_particle_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_particle_frag.glsl index e8dc5df00bd..7cd0b7b28cd 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_particle_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_particle_frag.glsl @@ -20,7 +20,7 @@ void main() } /* Nice sphere falloff. */ float intensity = sqrt(1.0f - dist * 2.0f) * 0.5f + 0.5f; - fragColor = finalColor * float4(intensity, intensity, intensity, 1.0f); + frag_color = final_color * float4(intensity, intensity, intensity, 1.0f); /* The default value of GL_POINT_SPRITE_COORD_ORIGIN is GL_UPPER_LEFT. Need to reverse the Y. */ uv.y = -uv.y; @@ -28,7 +28,7 @@ void main() float2 edge_pos = gl_FragCoord.xy - uv * (0.75f / (dist + 1e-9f)); float2 edge_start = edge_pos + float2(-uv.y, uv.x); - lineOutput = pack_line_data(gl_FragCoord.xy, edge_start, edge_pos); + line_output = pack_line_data(gl_FragCoord.xy, edge_start, edge_pos); select_id_output(select_id); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_particle_hair_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_particle_hair_vert.glsl index 359111acc4c..6015c89f58e 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_particle_hair_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_particle_hair_vert.glsl @@ -32,8 +32,8 @@ void wire_color_get(out float3 rim_col, out float3 wire_col) rim_col = colorWire.rgb; wire_col = colorWire.rgb; } - else if (is_selected && useColoring) { - if (isTransform) { + else if (is_selected && use_coloring) { + if (is_transform) { rim_col = colorTransform.rgb; } else if (is_active) { @@ -63,7 +63,7 @@ void wire_object_color_get(out float3 rim_col, out float3 wire_col) ObjectInfos info = drw_object_infos(); bool is_selected = flag_test(info.flag, OBJECT_SELECTED); - if (colorType == V3D_SHADING_OBJECT_COLOR) { + if (color_type == V3D_SHADING_OBJECT_COLOR) { rim_col = wire_col = drw_object_infos().ob_color.rgb * 0.5f; } else { @@ -72,7 +72,7 @@ void wire_object_color_get(out float3 rim_col, out float3 wire_col) rim_col = wire_col = hsv_to_rgb(hsv); } - if (is_selected && useColoring) { + if (is_selected && use_coloring) { /* "Normalize" color. */ wire_col += 1e-4f; /* Avoid division by 0. */ float brightness = max(wire_col.x, max(wire_col.y, wire_col.z)); @@ -94,10 +94,10 @@ void main() gl_Position = drw_point_world_to_homogenous(ws_P); - edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5f + 0.5f) * sizeViewport; + edge_start = edge_pos = ((gl_Position.xy / gl_Position.w) * 0.5f + 0.5f) * sizeViewport; float3 rim_col, wire_col; - if (colorType == V3D_SHADING_OBJECT_COLOR || colorType == V3D_SHADING_RANDOM_COLOR) { + if (color_type == V3D_SHADING_OBJECT_COLOR || color_type == V3D_SHADING_RANDOM_COLOR) { wire_object_color_get(rim_col, wire_col); } else { @@ -110,9 +110,9 @@ void main() rim_col = sqrt(rim_col); wire_col = sqrt(wire_col); float3 final_front_col = mix(rim_col, wire_col, 0.35f); - finalColor.rgb = mix(rim_col, final_front_col, facing); - finalColor.rgb = square(finalColor.rgb); - finalColor.a = 1.0f; + final_color.rgb = mix(rim_col, final_front_col, facing); + final_color.rgb = square(final_color.rgb); + final_color.a = 1.0f; view_clipping_distances(ws_P); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_particle_shape_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_particle_shape_frag.glsl index 81a982fcf5d..8bcc3e2cc11 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_particle_shape_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_particle_shape_frag.glsl @@ -11,9 +11,9 @@ FRAGMENT_SHADER_CREATE_INFO(overlay_particle_shape_base) void main() { - fragColor = finalColor; + frag_color = final_color; - lineOutput = pack_line_data(gl_FragCoord.xy, edgeStart, edgePos); + line_output = pack_line_data(gl_FragCoord.xy, edge_start, edge_pos); select_id_output(select_id); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_particle_shape_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_particle_shape_vert.glsl index f6a58e43d0f..945f2c6f859 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_particle_shape_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_particle_shape_vert.glsl @@ -72,13 +72,13 @@ void main() break; } - finalColor = float4(1.0f); + final_color = float4(1.0f); if (shape_type == PART_SHAPE_AXIS) { /* Works because of flat interpolation. */ - finalColor.rgb = shape_pos; + final_color.rgb = shape_pos; } else { - finalColor.rgb = part.value < 0.0f ? ucolor.rgb : texture(weightTex, part.value).rgb; + final_color.rgb = part.value < 0.0f ? ucolor.rgb : texture(weight_tx, part.value).rgb; } /* Draw-size packed in alpha. */ @@ -93,7 +93,7 @@ void main() world_pos += rotate(shape_pos, part.rotation); } gl_Position = drw_point_world_to_homogenous(world_pos); - edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5f + 0.5f) * sizeViewport; + edge_start = edge_pos = ((gl_Position.xy / gl_Position.w) * 0.5f + 0.5f) * sizeViewport; view_clipping_distances(world_pos); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl index e3c15d6e2b1..45b80bbd717 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl @@ -27,10 +27,10 @@ void main() /* Coloring */ if (part_val < 0.0f) { - finalColor = float4(ucolor.rgb, 1.0f); + final_color = float4(ucolor.rgb, 1.0f); } else { - finalColor = float4(texture(weightTex, part_val).rgb, 1.0f); + final_color = float4(texture(weight_tx, part_val).rgb, 1.0f); } view_clipping_distances(world_pos); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_point_varying_color_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_point_varying_color_frag.glsl index cd0e6b25011..7b413df8eb1 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_point_varying_color_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_point_varying_color_frag.glsl @@ -21,18 +21,18 @@ void main() } #if defined(VERT) - fragColor = finalColor; + frag_color = final_color; float midStroke = 0.5f * rad_squared; - if (vertexCrease > 0.0f && dist_squared > midStroke) { - fragColor.rgb = mix(finalColor.rgb, colorEdgeCrease.rgb, vertexCrease); + if (vertex_crease > 0.0f && dist_squared > midStroke) { + frag_color.rgb = mix(final_color.rgb, colorEdgeCrease.rgb, vertex_crease); } #else - fragColor = finalColor; + frag_color = final_color; #endif #ifdef LINE_OUTPUT - lineOutput = float4(0.0f); + line_output = float4(0.0f); #endif select_id_output(select_id); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_point_varying_color_varying_outline_aa_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_point_varying_color_varying_outline_aa_frag.glsl index e2c6bf017a8..2ade823ee2b 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_point_varying_color_varying_outline_aa_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_point_varying_color_varying_outline_aa_frag.glsl @@ -27,11 +27,11 @@ void main() float midStroke = 0.5f * (radii[1] + radii[2]); if (dist > midStroke) { - fragColor.rgb = outlineColor.rgb; - fragColor.a = mix(outlineColor.a, 0.0f, smoothstep(radii[1], radii[0], dist)); + frag_color.rgb = outline_color.rgb; + frag_color.a = mix(outline_color.a, 0.0f, smoothstep(radii[1], radii[0], dist)); } else { - fragColor = mix(fillColor, outlineColor, smoothstep(radii[3], radii[2], dist)); + frag_color = mix(fill_color, outline_color, smoothstep(radii[3], radii[2], dist)); } select_id_output(select_id); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_sculpt_curves_cage_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_sculpt_curves_cage_vert.glsl index 1a3d4122bd4..a5915e16919 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_sculpt_curves_cage_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_sculpt_curves_cage_vert.glsl @@ -15,9 +15,9 @@ void main() float3 world_pos = drw_point_object_to_world(pos); gl_Position = drw_point_world_to_homogenous(world_pos); - finalColor = float4(selection); - finalColor.a *= opacity; + final_color = float4(selection); + final_color.a *= opacity; /* Convert to screen position [0..sizeVp]. */ - edgePos = edgeStart = ((gl_Position.xy / gl_Position.w) * 0.5f + 0.5f) * sizeViewport; + edge_pos = edge_start = ((gl_Position.xy / gl_Position.w) * 0.5f + 0.5f) * sizeViewport; } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_sculpt_mask_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_sculpt_mask_frag.glsl index 136b3ae6300..70a23c34949 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_sculpt_mask_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_sculpt_mask_frag.glsl @@ -8,5 +8,5 @@ FRAGMENT_SHADER_CREATE_INFO(overlay_sculpt_mask) void main() { - fragColor = float4(faceset_color * mask_color, 1.0f); + frag_color = float4(faceset_color * mask_color, 1.0f); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_sculpt_mask_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_sculpt_mask_vert.glsl index 0e0aad2affd..241cbc36cad 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_sculpt_mask_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_sculpt_mask_vert.glsl @@ -15,8 +15,8 @@ void main() float3 world_pos = drw_point_object_to_world(pos); gl_Position = drw_point_world_to_homogenous(world_pos); - faceset_color = mix(float3(1.0f), fset, faceSetsOpacity); - mask_color = 1.0f - (msk * maskOpacity); + faceset_color = mix(float3(1.0f), fset, face_sets_opacity); + mask_color = 1.0f - (msk * mask_opacity); view_clipping_distances(world_pos); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_uniform_color_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_uniform_color_frag.glsl index 007030a9e13..d39037c746a 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_uniform_color_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_uniform_color_frag.glsl @@ -8,8 +8,8 @@ FRAGMENT_SHADER_CREATE_INFO(overlay_paint_face) void main() { - fragColor = ucolor; + frag_color = ucolor; #ifdef LINE_OUTPUT - lineOutput = float4(0.0f); + line_output = float4(0.0f); #endif } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_varying_color.glsl b/source/blender/draw/engines/overlay/shaders/overlay_varying_color.glsl index 6791bda219b..915d890cf4d 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_varying_color.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_varying_color.glsl @@ -10,9 +10,9 @@ VERTEX_SHADER_CREATE_INFO(overlay_volume_velocity_mac) void main() { - fragColor = finalColor; + frag_color = final_color; #ifdef LINE_OUTPUT - lineOutput = float4(0.0f); + line_output = float4(0.0f); #endif select_id_output(select_id); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_viewer_attribute_curve_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_viewer_attribute_curve_vert.glsl index 65b9a27eb31..4fc1bd76c09 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_viewer_attribute_curve_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_viewer_attribute_curve_vert.glsl @@ -14,5 +14,5 @@ void main() { float3 world_pos = drw_point_object_to_world(pos); gl_Position = drw_point_world_to_homogenous(world_pos); - finalColor = attribute_value; + final_color = attribute_value; } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_viewer_attribute_curves_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_viewer_attribute_curves_vert.glsl index 16c4f857dfb..46486fb1c37 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_viewer_attribute_curves_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_viewer_attribute_curves_vert.glsl @@ -29,9 +29,9 @@ void main() gl_Position = drw_point_world_to_homogenous(world_pos); if (is_point_domain) { - finalColor = texelFetch(color_tx, hair_get_base_id()); + final_color = texelFetch(color_tx, hair_get_base_id()); } else { - finalColor = texelFetch(color_tx, hair_get_strand_id()); + final_color = texelFetch(color_tx, hair_get_strand_id()); } } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_viewer_attribute_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_viewer_attribute_frag.glsl index 7ac79dcc6ac..fdef3f5a836 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_viewer_attribute_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_viewer_attribute_frag.glsl @@ -8,8 +8,8 @@ FRAGMENT_SHADER_CREATE_INFO(overlay_viewer_attribute_pointcloud) void main() { - out_color = finalColor; + out_color = final_color; out_color.a *= opacity; /* Writing to this second texture is necessary to avoid undefined behavior. */ - lineOutput = float4(0.0f); + line_output = float4(0.0f); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_viewer_attribute_mesh_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_viewer_attribute_mesh_vert.glsl index 0f6a2b3dc2c..7b76eb11742 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_viewer_attribute_mesh_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_viewer_attribute_mesh_vert.glsl @@ -14,5 +14,5 @@ void main() { float3 world_pos = drw_point_object_to_world(pos); gl_Position = drw_point_world_to_homogenous(world_pos); - finalColor = attribute_value; + final_color = attribute_value; } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_viewer_attribute_pointcloud_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_viewer_attribute_pointcloud_vert.glsl index 37102796c3b..187247fb7b9 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_viewer_attribute_pointcloud_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_viewer_attribute_pointcloud_vert.glsl @@ -15,5 +15,5 @@ void main() { float3 world_pos = pointcloud_get_pos(); gl_Position = drw_point_world_to_homogenous(world_pos); - finalColor = pointcloud_get_customdata_vec4(attribute_tx); + final_color = pointcloud_get_customdata_vec4(attribute_tx); } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_volume_gridlines_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_volume_gridlines_vert.glsl index 336d67e3901..02620f867e1 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_volume_gridlines_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_volume_gridlines_vert.glsl @@ -45,23 +45,23 @@ void main() float3x3 rot_mat = float3x3(0.0f); float3 cell_offset = float3(0.5f); - int3 cell_div = volumeSize; - if (sliceAxis == 0) { - cell_offset.x = slicePosition * float(volumeSize.x); + int3 cell_div = volume_size; + if (slice_axis == 0) { + cell_offset.x = slice_position * float(volume_size.x); cell_div.x = 1; rot_mat[2].x = 1.0f; rot_mat[0].y = 1.0f; rot_mat[1].z = 1.0f; } - else if (sliceAxis == 1) { - cell_offset.y = slicePosition * float(volumeSize.y); + else if (slice_axis == 1) { + cell_offset.y = slice_position * float(volume_size.y); cell_div.y = 1; rot_mat[1].x = 1.0f; rot_mat[2].y = 1.0f; rot_mat[0].z = 1.0f; } - else if (sliceAxis == 2) { - cell_offset.z = slicePosition * float(volumeSize.z); + else if (slice_axis == 2) { + cell_offset.z = slice_position * float(volume_size.z); cell_div.z = 1; rot_mat[0].x = 1.0f; rot_mat[1].y = 1.0f; @@ -73,21 +73,21 @@ void main() cell_co.y = (cell / cell_div.x) % cell_div.y; cell_co.z = cell / (cell_div.x * cell_div.y); - finalColor = float4(0.0f, 0.0f, 0.0f, 1.0f); + final_color = float4(0.0f, 0.0f, 0.0f, 1.0f); #if defined(SHOW_FLAGS) || defined(SHOW_RANGE) - uint flag = texelFetch(flagTexture, cell_co + int3(cell_offset), 0).r; + uint flag = texelFetch(flag_tx, cell_co + int3(cell_offset), 0).r; #endif #ifdef SHOW_FLAGS - finalColor = flag_to_color(flag); + final_color = flag_to_color(flag); #endif #ifdef SHOW_RANGE - float value = texelFetch(fieldTexture, cell_co + int3(cell_offset), 0).r; - if (value >= lowerBound && value <= upperBound) { - if (cellFilter == 0 || bool(uint(cellFilter) & flag)) { - finalColor = rangeColor; + float value = texelFetch(field_tx, cell_co + int3(cell_offset), 0).r; + if (value >= lower_bound && value <= upper_bound) { + if (cell_filter == 0 || bool(uint(cell_filter) & flag)) { + final_color = range_color; } } #endif @@ -102,10 +102,10 @@ void main() float3(0.45f, -0.45f, 0.0f), float3(-0.45f, -0.45f, 0.0f)); - float3 pos = domainOriginOffset + - cellSize * (float3(cell_co + adaptiveCellOffset) + cell_offset); + float3 pos = domain_origin_offset + + cell_size * (float3(cell_co + adaptive_cell_offset) + cell_offset); float3 rotated_pos = rot_mat * corners[indices[gl_VertexID % 8]]; - pos += rotated_pos * cellSize; + pos += rotated_pos * cell_size; float3 world_pos = drw_point_object_to_world(pos); gl_Position = drw_point_world_to_homogenous(world_pos); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_volume_velocity_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_volume_velocity_vert.glsl index be7bf17e0b9..5e7d17a92ce 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_volume_velocity_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_volume_velocity_vert.glsl @@ -56,9 +56,9 @@ float3 get_vector(int3 cell_co) { float3 vector; - vector.x = texelFetch(velocityX, cell_co, 0).r; - vector.y = texelFetch(velocityY, cell_co, 0).r; - vector.z = texelFetch(velocityZ, cell_co, 0).r; + vector.x = texelFetch(velocity_x, cell_co, 0).r; + vector.y = texelFetch(velocity_y, cell_co, 0).r; + vector.z = texelFetch(velocity_z, cell_co, 0).r; return vector; } @@ -68,12 +68,12 @@ float3 get_vector_centered(int3 cell_co) { float3 vector; - vector.x = 0.5f * (texelFetch(velocityX, cell_co, 0).r + - texelFetch(velocityX, int3(cell_co.x + 1, cell_co.yz), 0).r); - vector.y = 0.5f * (texelFetch(velocityY, cell_co, 0).r + - texelFetch(velocityY, int3(cell_co.x, cell_co.y + 1, cell_co.z), 0).r); - vector.z = 0.5f * (texelFetch(velocityZ, cell_co, 0).r + - texelFetch(velocityZ, int3(cell_co.xy, cell_co.z + 1), 0).r); + vector.x = 0.5f * (texelFetch(velocity_x, cell_co, 0).r + + texelFetch(velocity_x, int3(cell_co.x + 1, cell_co.yz), 0).r); + vector.y = 0.5f * (texelFetch(velocity_y, cell_co, 0).r + + texelFetch(velocity_y, int3(cell_co.x, cell_co.y + 1, cell_co.z), 0).r); + vector.z = 0.5f * (texelFetch(velocity_z, cell_co, 0).r + + texelFetch(velocity_z, int3(cell_co.xy, cell_co.z + 1), 0).r); return vector; } @@ -83,12 +83,12 @@ float3 get_vector_mac(int3 cell_co) { float3 vector; - vector.x = 0.5f * (texelFetch(velocityX, int3(cell_co.x - 1, cell_co.yz), 0).r + - texelFetch(velocityX, cell_co, 0).r); - vector.y = 0.5f * (texelFetch(velocityY, int3(cell_co.x, cell_co.y - 1, cell_co.z), 0).r + - texelFetch(velocityY, cell_co, 0).r); - vector.z = 0.5f * (texelFetch(velocityZ, int3(cell_co.xy, cell_co.z - 1), 0).r + - texelFetch(velocityZ, cell_co, 0).r); + vector.x = 0.5f * (texelFetch(velocity_x, int3(cell_co.x - 1, cell_co.yz), 0).r + + texelFetch(velocity_x, cell_co, 0).r); + vector.y = 0.5f * (texelFetch(velocity_y, int3(cell_co.x, cell_co.y - 1, cell_co.z), 0).r + + texelFetch(velocity_y, cell_co, 0).r); + vector.z = 0.5f * (texelFetch(velocity_z, int3(cell_co.xy, cell_co.z - 1), 0).r + + texelFetch(velocity_z, cell_co, 0).r); return vector; } @@ -105,20 +105,20 @@ void main() int cell = gl_VertexID / 2; #endif - int3 volume_size = textureSize(velocityX, 0); + int3 volume_size = textureSize(velocity_x, 0); int3 cell_ofs = int3(0); int3 cell_div = volume_size; - if (sliceAxis == 0) { - cell_ofs.x = int(slicePosition * float(volume_size.x)); + if (slice_axis == 0) { + cell_ofs.x = int(slice_position * float(volume_size.x)); cell_div.x = 1; } - else if (sliceAxis == 1) { - cell_ofs.y = int(slicePosition * float(volume_size.y)); + else if (slice_axis == 1) { + cell_ofs.y = int(slice_position * float(volume_size.y)); cell_div.y = 1; } - else if (sliceAxis == 2) { - cell_ofs.z = int(slicePosition * float(volume_size.z)); + else if (slice_axis == 2) { + cell_ofs.z = int(slice_position * float(volume_size.z)); cell_div.z = 1; } @@ -128,50 +128,50 @@ void main() cell_co.z = cell / (cell_div.x * cell_div.y); cell_co += cell_ofs; - float3 pos = domainOriginOffset + cellSize * (float3(cell_co + adaptiveCellOffset) + 0.5f); + float3 pos = domain_origin_offset + cell_size * (float3(cell_co + adaptive_cell_offset) + 0.5f); float3 vector; #ifdef USE_MAC float3 color; - vector = (isCellCentered) ? get_vector_mac(cell_co) : get_vector(cell_co); + vector = (is_cell_centered) ? get_vector_mac(cell_co) : get_vector(cell_co); switch (gl_VertexID % 6) { case 0: /* Tail of X component. */ - pos.x += (drawMACX) ? -0.5f * cellSize.x : 0.0f; + pos.x += (draw_macx) ? -0.5f * cell_size.x : 0.0f; color = float3(1.0f, 0.0f, 0.0f); /* red */ break; case 1: /* Head of X component. */ - pos.x += (drawMACX) ? (-0.5f + vector.x * displaySize) * cellSize.x : 0.0f; + pos.x += (draw_macx) ? (-0.5f + vector.x * display_size) * cell_size.x : 0.0f; color = float3(1.0f, 1.0f, 0.0f); /* yellow */ break; case 2: /* Tail of Y component. */ - pos.y += (drawMACY) ? -0.5f * cellSize.y : 0.0f; + pos.y += (draw_macy) ? -0.5f * cell_size.y : 0.0f; color = float3(0.0f, 1.0f, 0.0f); /* green */ break; case 3: /* Head of Y component. */ - pos.y += (drawMACY) ? (-0.5f + vector.y * displaySize) * cellSize.y : 0.0f; + pos.y += (draw_macy) ? (-0.5f + vector.y * display_size) * cell_size.y : 0.0f; color = float3(1.0f, 1.0f, 0.0f); /* yellow */ break; case 4: /* Tail of Z component. */ - pos.z += (drawMACZ) ? -0.5f * cellSize.z : 0.0f; + pos.z += (draw_macz) ? -0.5f * cell_size.z : 0.0f; color = float3(0.0f, 0.0f, 1.0f); /* blue */ break; case 5: /* Head of Z component. */ - pos.z += (drawMACZ) ? (-0.5f + vector.z * displaySize) * cellSize.z : 0.0f; + pos.z += (draw_macz) ? (-0.5f + vector.z * display_size) * cell_size.z : 0.0f; color = float3(1.0f, 1.0f, 0.0f); /* yellow */ break; } - finalColor = float4(color, 1.0f); + final_color = float4(color, 1.0f); #else - vector = (isCellCentered) ? get_vector(cell_co) : get_vector_centered(cell_co); + vector = (is_cell_centered) ? get_vector(cell_co) : get_vector_centered(cell_co); - finalColor = float4(weight_to_color(length(vector)), 1.0f); + final_color = float4(weight_to_color(length(vector)), 1.0f); float vector_length = 1.0f; - if (scaleWithMagnitude) { + if (scale_with_magnitude) { vector_length = length(vector); } else if (length(vector) == 0.0f) { @@ -191,10 +191,10 @@ void main() constexpr int indices[12] = int_array(0, 1, 1, 2, 2, 0, 0, 3, 1, 3, 2, 3); float3 rotated_pos = rot_mat * corners[indices[gl_VertexID % 12]]; - pos += rotated_pos * vector_length * displaySize * cellSize; + pos += rotated_pos * vector_length * display_size * cell_size; # else float3 rotated_pos = rot_mat * float3(0.0f, 0.0f, 1.0f); - pos += ((gl_VertexID % 2) == 1) ? rotated_pos * vector_length * displaySize * cellSize : + pos += ((gl_VertexID % 2) == 1) ? rotated_pos * vector_length * display_size * cell_size : float3(0.0f); # endif #endif diff --git a/source/blender/draw/engines/overlay/shaders/overlay_wireframe_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_wireframe_frag.glsl index 164b75e9266..753fbed83d9 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_wireframe_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_wireframe_frag.glsl @@ -15,13 +15,13 @@ void main() #if !defined(POINTS) && !defined(CURVES) /* Needed only because of wireframe slider. * If we could get rid of it would be nice because of performance drain of discard. */ - if (edgeStart.r == -1.0f) { + if (edge_start.r == -1.0f) { discard; return; } #endif - lineOutput = float4(0.0f); + line_output = float4(0.0f); #if defined(POINTS) float2 centered = abs(gl_PointCoord - float2(0.5f)); @@ -30,23 +30,23 @@ void main() float fac = dist * dist * 4.0f; /* Create a small gradient so that dense objects have a small fresnel effect. */ /* Non linear blend. */ - float3 rim_col = sqrt(finalColorInner.rgb); - float3 wire_col = sqrt(finalColor.rgb); + float3 rim_col = sqrt(final_color_inner.rgb); + float3 wire_col = sqrt(final_color.rgb); float3 final_front_col = mix(rim_col, wire_col, 0.35f); - fragColor = float4(mix(final_front_col, rim_col, saturate(fac)), 1.0f); - fragColor *= fragColor; + frag_color = float4(mix(final_front_col, rim_col, saturate(fac)), 1.0f); + frag_color *= frag_color; #elif !defined(SELECT_ENABLE) - lineOutput = pack_line_data(gl_FragCoord.xy, edgeStart, edgePos); - fragColor = finalColor; + line_output = pack_line_data(gl_FragCoord.xy, edge_start, edge_pos); + frag_color = final_color; # if !defined(CURVES) if (use_custom_depth_bias) { - float2 dir = lineOutput.xy * 2.0f - 1.0f; + float2 dir = line_output.xy * 2.0f - 1.0f; bool dir_horiz = abs(dir.x) > abs(dir.y); float2 uv = gl_FragCoord.xy * sizeViewportInv; - float depth_occluder = texture(depthTex, uv).r; + float depth_occluder = texture(depth_tx, uv).r; float depth_min = depth_occluder; float2 uv_offset = sizeViewportInv; if (dir_horiz) { @@ -56,8 +56,8 @@ void main() uv_offset.x = 0.0f; } - depth_min = min(depth_min, texture(depthTex, uv - uv_offset).r); - depth_min = min(depth_min, texture(depthTex, uv + uv_offset).r); + depth_min = min(depth_min, texture(depth_tx, uv - uv_offset).r); + depth_min = min(depth_min, texture(depth_tx, uv + uv_offset).r); float delta = abs(depth_occluder - depth_min); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl index 48468fc5131..e051352ee8a 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl @@ -18,7 +18,7 @@ VERTEX_SHADER_CREATE_INFO(overlay_wireframe) #if !defined(POINTS) && !defined(CURVES) bool is_edge_sharpness_visible(float wire_data) { - return wire_data <= wireStepParam; + return wire_data <= wire_step_param; } #endif @@ -33,8 +33,8 @@ void wire_color_get(out float3 rim_col, out float3 wire_col) rim_col = colorWire.rgb; wire_col = colorWire.rgb; } - else if (is_selected && useColoring) { - if (isTransform) { + else if (is_selected && use_coloring) { + if (is_transform) { rim_col = colorTransform.rgb; } else if (is_active) { @@ -64,7 +64,7 @@ void wire_object_color_get(out float3 rim_col, out float3 wire_col) ObjectInfos info = drw_object_infos(); bool is_selected = flag_test(info.flag, OBJECT_SELECTED); - if (colorType == V3D_SHADING_OBJECT_COLOR) { + if (color_type == V3D_SHADING_OBJECT_COLOR) { rim_col = wire_col = drw_object_infos().ob_color.rgb * 0.5f; } else { @@ -73,7 +73,7 @@ void wire_object_color_get(out float3 rim_col, out float3 wire_col) rim_col = wire_col = hsv_to_rgb(hsv); } - if (is_selected && useColoring) { + if (is_selected && use_coloring) { /* "Normalize" color. */ wire_col += 1e-4f; /* Avoid division by 0. */ float brightness = max(wire_col.x, max(wire_col.y, wire_col.z)); @@ -93,7 +93,7 @@ void main() /* If no attribute is available, use a fixed facing value depending on the coloring mode. * This allow to keep most of the contrast between unselected and selected color * while keeping object coloring mode working (see #134011). */ - float no_nor_facing = (colorType == V3D_SHADING_SINGLE_COLOR) ? 0.0f : 0.5f; + float no_nor_facing = (color_type == V3D_SHADING_SINGLE_COLOR) ? 0.0f : 0.5f; float3 wpos = drw_point_object_to_world(pos); #if defined(POINTS) @@ -103,8 +103,8 @@ void main() #else float3 wnor = safe_normalize(drw_normal_object_to_world(nor)); - if (isHair) { - float4x4 obmat = hairDupliMatrix; + if (is_hair) { + float4x4 obmat = hair_dupli_matrix; wpos = (obmat * float4(pos, 1.0f)).xyz; wnor = -normalize(to_float3x3(obmat) * nor); } @@ -140,7 +140,7 @@ void main() #endif float3 rim_col, wire_col; - if (colorType == V3D_SHADING_OBJECT_COLOR || colorType == V3D_SHADING_RANDOM_COLOR) { + if (color_type == V3D_SHADING_OBJECT_COLOR || color_type == V3D_SHADING_RANDOM_COLOR) { wire_object_color_get(rim_col, wire_col); } else { @@ -148,13 +148,13 @@ void main() } #if defined(POINTS) - finalColor = wire_col.rgbb; - finalColorInner = rim_col.rgbb; + final_color = wire_col.rgbb; + final_color_inner = rim_col.rgbb; #else /* Convert to screen position [0..sizeVp]. */ - edgeStart = ((gl_Position.xy / gl_Position.w) * 0.5f + 0.5f) * sizeViewport; - edgePos = edgeStart; + edge_start = ((gl_Position.xy / gl_Position.w) * 0.5f + 0.5f) * sizeViewport; + edge_pos = edge_start; # if !defined(SELECT_ENABLE) facing = clamp(abs(facing), 0.0f, 1.0f); @@ -162,17 +162,17 @@ void main() rim_col = pow(rim_col, float3(1.0f / 2.2f)); wire_col = pow(wire_col, float3(1.0f / 2.2f)); float3 final_front_col = mix(rim_col, wire_col, 0.35f); - finalColor.rgb = mix(rim_col, final_front_col, facing); - finalColor.rgb = pow(finalColor.rgb, float3(2.2f)); + final_color.rgb = mix(rim_col, final_front_col, facing); + final_color.rgb = pow(final_color.rgb, float3(2.2f)); # endif - finalColor.a = wireOpacity; - finalColor.rgb *= wireOpacity; + final_color.a = wire_opacity; + final_color.rgb *= wire_opacity; # if !defined(CURVES) /* Cull flat edges below threshold. */ if (!no_attr && !is_edge_sharpness_visible(wd)) { - edgeStart = float2(-1.0f); + edge_start = float2(-1.0f); } # endif diff --git a/source/blender/draw/engines/overlay/shaders/overlay_xray_fade_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_xray_fade_frag.glsl index 82e96c972fc..b370cfad203 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_xray_fade_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_xray_fade_frag.glsl @@ -10,11 +10,11 @@ void main() { /* TODO(fclem): Cleanup naming. Here the xray depth mean the scene depth (from workbench) and * simple depth is the overlay depth. */ - float depth_infront = textureLod(depthTexInfront, screen_uv, 0.0f).r; - float depth_xray_infront = textureLod(xrayDepthTexInfront, screen_uv, 0.0f).r; + float depth_infront = textureLod(depth_txInfront, screen_uv, 0.0f).r; + float depth_xray_infront = textureLod(xray_depth_txInfront, screen_uv, 0.0f).r; if (depth_infront != 1.0f) { if (depth_xray_infront < depth_infront) { - fragColor = float4(opacity); + frag_color = float4(opacity); return; } @@ -22,15 +22,15 @@ void main() return; } - float depth = textureLod(depthTex, screen_uv, 0.0f).r; - float depth_xray = textureLod(xrayDepthTex, screen_uv, 0.0f).r; + float depth = textureLod(depth_tx, screen_uv, 0.0f).r; + float depth_xray = textureLod(xray_depth_tx, screen_uv, 0.0f).r; /* Merge infront depth. */ if (depth_xray_infront != 1.0f) { depth_xray = 0.0f; } if (depth_xray < depth) { - fragColor = float4(opacity); + frag_color = float4(opacity); return; } diff --git a/source/blender/draw/engines/select/select_engine.cc b/source/blender/draw/engines/select/select_engine.cc index 917e47220d5..00c6565c991 100644 --- a/source/blender/draw/engines/select/select_engine.cc +++ b/source/blender/draw/engines/select/select_engine.cc @@ -140,14 +140,14 @@ struct Instance : public DrawEngine { { auto &sub = depth_only_ps.sub("DepthOnly"); sub.shader_set(sh->select_id_uniform); - sub.push_constant("retopologyOffset", retopology_offset); + sub.push_constant("retopology_offset", retopology_offset); sub.push_constant("select_id", 0); depth_only = ⊂ } if (retopology_occlusion) { auto &sub = depth_only_ps.sub("Occlusion"); sub.shader_set(sh->select_id_uniform); - sub.push_constant("retopologyOffset", 0.0f); + sub.push_constant("retopology_offset", 0.0f); sub.push_constant("select_id", 0); depth_occlude = ⊂ } @@ -159,14 +159,14 @@ struct Instance : public DrawEngine { if (e_data.context.select_mode & SCE_SELECT_FACE) { auto &sub = select_face_ps.sub("Face"); sub.shader_set(sh->select_id_flat); - sub.push_constant("retopologyOffset", retopology_offset); + sub.push_constant("retopology_offset", retopology_offset); select_face_flat = ⊂ } else { auto &sub = select_face_ps.sub("FaceNoSelect"); sub.shader_set(sh->select_id_uniform); sub.push_constant("select_id", 0); - sub.push_constant("retopologyOffset", retopology_offset); + sub.push_constant("retopology_offset", retopology_offset); select_face_uniform = ⊂ } @@ -176,7 +176,7 @@ struct Instance : public DrawEngine { auto &sub = select_edge_ps.sub("Sub"); sub.state_set(state | DRW_STATE_FIRST_VERTEX_CONVENTION, clipping_plane_count); sub.shader_set(sh->select_id_flat); - sub.push_constant("retopologyOffset", retopology_offset); + sub.push_constant("retopology_offset", retopology_offset); select_edge = ⊂ } @@ -188,7 +188,7 @@ struct Instance : public DrawEngine { sub.state_set(state, clipping_plane_count); sub.shader_set(sh->select_id_flat); sub.push_constant("vertex_size", float(2 * vertex_size)); - sub.push_constant("retopologyOffset", retopology_offset); + sub.push_constant("retopology_offset", retopology_offset); select_vert = ⊂ } } diff --git a/source/blender/draw/engines/select/shaders/infos/select_id_info.hh b/source/blender/draw/engines/select/shaders/infos/select_id_info.hh index d937639fc5c..eddf1886953 100644 --- a/source/blender/draw/engines/select/shaders/infos/select_id_info.hh +++ b/source/blender/draw/engines/select/shaders/infos/select_id_info.hh @@ -16,11 +16,11 @@ GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(select_id_flat) PUSH_CONSTANT(float, vertex_size) PUSH_CONSTANT(int, offset) -PUSH_CONSTANT(float, retopologyOffset) +PUSH_CONSTANT(float, retopology_offset) VERTEX_IN(0, float3, pos) VERTEX_IN(1, int, index) VERTEX_OUT(select_id_iface) -FRAGMENT_OUT(0, uint, fragColor) +FRAGMENT_OUT(0, uint, frag_color) VERTEX_SOURCE("select_id_vert.glsl") FRAGMENT_SOURCE("select_id_frag.glsl") ADDITIONAL_INFO(draw_modelmat) @@ -32,9 +32,9 @@ GPU_SHADER_CREATE_INFO(select_id_uniform) DEFINE("UNIFORM_ID") PUSH_CONSTANT(float, vertex_size) PUSH_CONSTANT(int, select_id) -PUSH_CONSTANT(float, retopologyOffset) +PUSH_CONSTANT(float, retopology_offset) VERTEX_IN(0, float3, pos) -FRAGMENT_OUT(0, uint, fragColor) +FRAGMENT_OUT(0, uint, frag_color) VERTEX_SOURCE("select_id_vert.glsl") FRAGMENT_SOURCE("select_id_frag.glsl") ADDITIONAL_INFO(draw_modelmat) @@ -64,6 +64,6 @@ GPU_SHADER_CREATE_INFO(select_debug_fullscreen) ADDITIONAL_INFO(gpu_fullscreen) FRAGMENT_SOURCE("select_debug_frag.glsl") SAMPLER(0, UINT_2D, image) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() diff --git a/source/blender/draw/engines/select/shaders/select_debug_frag.glsl b/source/blender/draw/engines/select/shaders/select_debug_frag.glsl index a7827910c76..152beea7e24 100644 --- a/source/blender/draw/engines/select/shaders/select_debug_frag.glsl +++ b/source/blender/draw/engines/select/shaders/select_debug_frag.glsl @@ -5,12 +5,12 @@ void main() { uint px = texture(image, screen_uv).r; - fragColor = float4(1.0f, 1.0f, 1.0f, 0.0f); + frag_color = float4(1.0f, 1.0f, 1.0f, 0.0f); if (px != 0u) { - fragColor.a = 1.0f; + frag_color.a = 1.0f; px &= 0x3Fu; - fragColor.r = ((px >> 0) & 0x3u) / float(0x3u); - fragColor.g = ((px >> 2) & 0x3u) / float(0x3u); - fragColor.b = ((px >> 4) & 0x3u) / float(0x3u); + frag_color.r = ((px >> 0) & 0x3u) / float(0x3u); + frag_color.g = ((px >> 2) & 0x3u) / float(0x3u); + frag_color.b = ((px >> 4) & 0x3u) / float(0x3u); } } diff --git a/source/blender/draw/engines/select/shaders/select_id_frag.glsl b/source/blender/draw/engines/select/shaders/select_id_frag.glsl index a7fbb38aec7..d101bfd3c0b 100644 --- a/source/blender/draw/engines/select/shaders/select_id_frag.glsl +++ b/source/blender/draw/engines/select/shaders/select_id_frag.glsl @@ -4,5 +4,5 @@ void main() { - fragColor = floatBitsToUint(intBitsToFloat(select_id)); + frag_color = floatBitsToUint(intBitsToFloat(select_id)); } diff --git a/source/blender/draw/engines/select/shaders/select_id_vert.glsl b/source/blender/draw/engines/select/shaders/select_id_vert.glsl index ff7a5f648ee..82d8088c25b 100644 --- a/source/blender/draw/engines/select/shaders/select_id_vert.glsl +++ b/source/blender/draw/engines/select/shaders/select_id_vert.glsl @@ -20,7 +20,7 @@ void main() /* Offset Z position for retopology selection occlusion. */ gl_Position.z += get_homogenous_z_offset( - drw_view().winmat, view_pos.z, gl_Position.w, retopologyOffset); + drw_view().winmat, view_pos.z, gl_Position.w, retopology_offset); view_clipping_distances(world_pos); } diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh index 6c7b3cc52ae..da956a49fbf 100644 --- a/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh +++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh @@ -34,8 +34,8 @@ SAMPLER(4, FLOAT_2D, normal_tx) SAMPLER(5, FLOAT_2D, material_tx) UNIFORM_BUF(WB_WORLD_SLOT, WorldData, world_data) TYPEDEF_SOURCE("workbench_shader_shared.hh") -PUSH_CONSTANT(bool, forceShadowing) -FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(bool, force_shadowing) +FRAGMENT_OUT(0, float4, frag_color) FRAGMENT_SOURCE("workbench_composite_frag.glsl") ADDITIONAL_INFO(gpu_fullscreen) ADDITIONAL_INFO(draw_view) diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh index c09d5cdf943..a016105f1a4 100644 --- a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh +++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh @@ -12,7 +12,7 @@ # define SMAA_STAGE 1 # define SMAA_PRESET_HIGH # define SMAA_NO_DISCARD -# define SMAA_RT_METRICS viewportMetrics +# define SMAA_RT_METRICS viewport_metrics # define SMAA_LUMA_WEIGHT float4(1.0f, 1.0f, 1.0f, 1.0f) #endif @@ -23,9 +23,9 @@ * \{ */ GPU_SHADER_CREATE_INFO(workbench_taa) -SAMPLER(0, FLOAT_2D, colorBuffer) +SAMPLER(0, FLOAT_2D, color_buffer) PUSH_CONSTANT_ARRAY(float, samplesWeights, 9) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) FRAGMENT_SOURCE("workbench_effect_taa_frag.glsl") ADDITIONAL_INFO(gpu_fullscreen) DO_STATIC_COMPILATION() @@ -45,19 +45,19 @@ GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(workbench_smaa) DEFINE("SMAA_GLSL_3") -DEFINE_VALUE("SMAA_RT_METRICS", "viewportMetrics") +DEFINE_VALUE("SMAA_RT_METRICS", "viewport_metrics") DEFINE("SMAA_PRESET_HIGH") DEFINE_VALUE("SMAA_LUMA_WEIGHT", "float4(1.0f, 1.0f, 1.0f, 1.0f)") DEFINE("SMAA_NO_DISCARD") VERTEX_OUT(workbench_smaa_iface) -PUSH_CONSTANT(float4, viewportMetrics) +PUSH_CONSTANT(float4, viewport_metrics) VERTEX_SOURCE("workbench_effect_smaa_vert.glsl") FRAGMENT_SOURCE("workbench_effect_smaa_frag.glsl") GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_smaa_stage_0) DEFINE_VALUE("SMAA_STAGE", "0") -SAMPLER(0, FLOAT_2D, colorTex) +SAMPLER(0, FLOAT_2D, color_tx) FRAGMENT_OUT(0, float2, out_edges) ADDITIONAL_INFO(workbench_smaa) DO_STATIC_COMPILATION() @@ -65,9 +65,9 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_smaa_stage_1) DEFINE_VALUE("SMAA_STAGE", "1") -SAMPLER(0, FLOAT_2D, edgesTex) -SAMPLER(1, FLOAT_2D, areaTex) -SAMPLER(2, FLOAT_2D, searchTex) +SAMPLER(0, FLOAT_2D, edges_tx) +SAMPLER(1, FLOAT_2D, area_tx) +SAMPLER(2, FLOAT_2D, search_tx) FRAGMENT_OUT(0, float4, out_weights) ADDITIONAL_INFO(workbench_smaa) DO_STATIC_COMPILATION() @@ -75,10 +75,10 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_smaa_stage_2) DEFINE_VALUE("SMAA_STAGE", "2") -SAMPLER(0, FLOAT_2D, colorTex) -SAMPLER(1, FLOAT_2D, blendTex) -PUSH_CONSTANT(float, mixFactor) -PUSH_CONSTANT(float, taaAccumulatedWeight) +SAMPLER(0, FLOAT_2D, color_tx) +SAMPLER(1, FLOAT_2D, blend_tx) +PUSH_CONSTANT(float, mix_factor) +PUSH_CONSTANT(float, taa_accumulated_weight) FRAGMENT_OUT(0, float4, out_color) ADDITIONAL_INFO(workbench_smaa) DO_STATIC_COMPILATION() diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_dof_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_dof_info.hh index faf7eed73f1..e135c11adc8 100644 --- a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_dof_info.hh +++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_dof_info.hh @@ -24,26 +24,26 @@ /* * NOTE: Keep the sampler bind points consistent between the steps. * - * SAMPLER(0, FLOAT_2D, inputCocTex) - * SAMPLER(1, FLOAT_2D, sceneColorTex) - * SAMPLER(2, FLOAT_2D, sceneDepthTex) - * SAMPLER(3, FLOAT_2D, halfResColorTex) - * SAMPLER(4, FLOAT_2D, blurTex) - * SAMPLER(5, FLOAT_2D, noiseTex) + * SAMPLER(0, FLOAT_2D, input_coc_tx) + * SAMPLER(1, FLOAT_2D, scene_color_tx) + * SAMPLER(2, FLOAT_2D, scene_depth_tx) + * SAMPLER(3, FLOAT_2D, half_res_color_tx) + * SAMPLER(4, FLOAT_2D, blur_tx) + * SAMPLER(5, FLOAT_2D, noise_tx) */ GPU_SHADER_CREATE_INFO(workbench_effect_dof) -PUSH_CONSTANT(float2, invertedViewportSize) -PUSH_CONSTANT(float2, nearFar) -PUSH_CONSTANT(float3, dofParams) -PUSH_CONSTANT(float, noiseOffset) +PUSH_CONSTANT(float2, inverted_viewport_size) +PUSH_CONSTANT(float2, near_far) +PUSH_CONSTANT(float3, dof_params) +PUSH_CONSTANT(float, noise_offset) ADDITIONAL_INFO(gpu_fullscreen) ADDITIONAL_INFO(draw_view) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_effect_dof_prepare) -SAMPLER(1, FLOAT_2D, sceneColorTex) -SAMPLER(2, FLOAT_2D, sceneDepthTex) +SAMPLER(1, FLOAT_2D, scene_color_tx) +SAMPLER(2, FLOAT_2D, scene_depth_tx) FRAGMENT_OUT(0, float4, halfResColor) FRAGMENT_OUT(1, float2, normalizedCoc) FRAGMENT_SOURCE("workbench_effect_dof_prepare_frag.glsl") @@ -52,8 +52,8 @@ DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_effect_dof_downsample) -SAMPLER(0, FLOAT_2D, inputCocTex) -SAMPLER(1, FLOAT_2D, sceneColorTex) +SAMPLER(0, FLOAT_2D, input_coc_tx) +SAMPLER(1, FLOAT_2D, scene_color_tx) FRAGMENT_OUT(0, float4, outColor) FRAGMENT_OUT(1, float2, outCocs) FRAGMENT_SOURCE("workbench_effect_dof_downsample_frag.glsl") @@ -63,9 +63,9 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_effect_dof_blur1) DEFINE_VALUE("NUM_SAMPLES", "49") -SAMPLER(0, FLOAT_2D, inputCocTex) -SAMPLER(3, FLOAT_2D, halfResColorTex) -SAMPLER(5, FLOAT_2D, noiseTex) +SAMPLER(0, FLOAT_2D, input_coc_tx) +SAMPLER(3, FLOAT_2D, half_res_color_tx) +SAMPLER(5, FLOAT_2D, noise_tx) UNIFORM_BUF(1, float4, samples[49]) FRAGMENT_OUT(0, float4, blurColor) FRAGMENT_SOURCE("workbench_effect_dof_blur1_frag.glsl") @@ -74,20 +74,20 @@ DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_effect_dof_blur2) -SAMPLER(0, FLOAT_2D, inputCocTex) -SAMPLER(4, FLOAT_2D, blurTex) -FRAGMENT_OUT(0, float4, finalColor) +SAMPLER(0, FLOAT_2D, input_coc_tx) +SAMPLER(4, FLOAT_2D, blur_tx) +FRAGMENT_OUT(0, float4, final_color) FRAGMENT_SOURCE("workbench_effect_dof_blur2_frag.glsl") ADDITIONAL_INFO(workbench_effect_dof) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_effect_dof_resolve) -SAMPLER(1, FLOAT_2D, sceneColorTex) -SAMPLER(2, FLOAT_2D, sceneDepthTex) -SAMPLER(3, FLOAT_2D, halfResColorTex) -FRAGMENT_OUT_DUAL(0, float4, finalColorAdd, SRC_0) -FRAGMENT_OUT_DUAL(0, float4, finalColorMul, SRC_1) +SAMPLER(1, FLOAT_2D, scene_color_tx) +SAMPLER(2, FLOAT_2D, scene_depth_tx) +SAMPLER(3, FLOAT_2D, half_res_color_tx) +FRAGMENT_OUT_DUAL(0, float4, final_colorAdd, SRC_0) +FRAGMENT_OUT_DUAL(0, float4, final_colorMul, SRC_1) FRAGMENT_SOURCE("workbench_effect_dof_resolve_frag.glsl") ADDITIONAL_INFO(workbench_effect_dof) DO_STATIC_COMPILATION() diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_outline_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_outline_info.hh index 9461f65f464..b3ca8e59ae3 100644 --- a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_outline_info.hh +++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_outline_info.hh @@ -16,9 +16,9 @@ GPU_SHADER_CREATE_INFO(workbench_effect_outline) TYPEDEF_SOURCE("workbench_shader_shared.hh") FRAGMENT_SOURCE("workbench_effect_outline_frag.glsl") -SAMPLER(0, UINT_2D, objectIdBuffer) +SAMPLER(0, UINT_2D, object_id_buffer) UNIFORM_BUF(WB_WORLD_SLOT, WorldData, world_data) -FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(0, float4, frag_color) ADDITIONAL_INFO(gpu_fullscreen) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh index 52ca9691da0..010d048abe6 100644 --- a/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh +++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh @@ -104,9 +104,9 @@ STORAGE_BUF(WB_MATERIAL_SLOT, READ, float4, materials_data[]) SAMPLER_FREQ(WB_TEXTURE_SLOT, FLOAT_2D, imageTexture, BATCH) SAMPLER_FREQ(WB_TILE_ARRAY_SLOT, FLOAT_2D_ARRAY, imageTileArray, BATCH) SAMPLER_FREQ(WB_TILE_DATA_SLOT, FLOAT_1D_ARRAY, imageTileData, BATCH) -PUSH_CONSTANT(bool, isImageTile) -PUSH_CONSTANT(bool, imagePremult) -PUSH_CONSTANT(float, imageTransparencyCutoff) +PUSH_CONSTANT(bool, is_image_tile) +PUSH_CONSTANT(bool, image_premult) +PUSH_CONSTANT(float, image_transparency_cutoff) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_color_vertex) @@ -131,7 +131,7 @@ GPU_SHADER_CREATE_INFO(workbench_transparent_accum) FRAGMENT_OUT(0, float4, out_transparent_accum) FRAGMENT_OUT(1, float4, out_revealage_accum) FRAGMENT_OUT(2, uint, out_object_id) -PUSH_CONSTANT(bool, forceShadowing) +PUSH_CONSTANT(bool, force_shadowing) TYPEDEF_SOURCE("workbench_shader_shared.hh") FRAGMENT_SOURCE("workbench_transparent_accum_frag.glsl") GPU_SHADER_CREATE_END() diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_transparent_resolve_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_transparent_resolve_info.hh index e0268d59f59..c754a39e63b 100644 --- a/source/blender/draw/engines/workbench/shaders/infos/workbench_transparent_resolve_info.hh +++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_transparent_resolve_info.hh @@ -12,9 +12,9 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(workbench_transparent_resolve) -FRAGMENT_OUT(0, float4, fragColor) -SAMPLER(0, FLOAT_2D, transparentAccum) -SAMPLER(1, FLOAT_2D, transparentRevealage) +FRAGMENT_OUT(0, float4, frag_color) +SAMPLER(0, FLOAT_2D, transparent_accum) +SAMPLER(1, FLOAT_2D, transparent_revealage) FRAGMENT_SOURCE("workbench_transparent_resolve_frag.glsl") ADDITIONAL_INFO(gpu_fullscreen) DO_STATIC_COMPILATION() diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_volume_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_volume_info.hh index 4af9aac974a..46a03c04c3a 100644 --- a/source/blender/draw/engines/workbench/shaders/infos/workbench_volume_info.hh +++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_volume_info.hh @@ -28,13 +28,13 @@ GPU_SHADER_CREATE_INFO(workbench_volume_common) VERTEX_IN(0, float3, pos) -FRAGMENT_OUT(0, float4, fragColor) -SAMPLER(0, DEPTH_2D, depthBuffer) -SAMPLER(1, FLOAT_3D, densityTexture) -PUSH_CONSTANT(int, samplesLen) -PUSH_CONSTANT(float, noiseOfs) -PUSH_CONSTANT(float, stepLength) -PUSH_CONSTANT(float, densityScale) +FRAGMENT_OUT(0, float4, frag_color) +SAMPLER(0, DEPTH_2D, depth_buffer) +SAMPLER(1, FLOAT_3D, density_tx) +PUSH_CONSTANT(int, samples_len) +PUSH_CONSTANT(float, noise_ofs) +PUSH_CONSTANT(float, step_length) +PUSH_CONSTANT(float, density_fac) PUSH_CONSTANT(bool, do_depth_test) VERTEX_SOURCE("workbench_volume_vert.glsl") FRAGMENT_SOURCE("workbench_volume_frag.glsl") @@ -54,16 +54,16 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_volume_smoke_common) DEFINE("VOLUME_SMOKE") -SAMPLER(2, FLOAT_3D, flameTexture) -SAMPLER(3, FLOAT_1D, flameColorTexture) +SAMPLER(2, FLOAT_3D, flame_tx) +SAMPLER(3, FLOAT_1D, flame_color_tx) ADDITIONAL_INFO(draw_resource_id_varying) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_volume_object_common) DEFINE("VOLUME_OBJECT") -PUSH_CONSTANT(float4x4, volumeTextureToObject) +PUSH_CONSTANT(float4x4, volume_texture_to_object) /* FIXME(fclem): This overflow the push_constant limit. */ -PUSH_CONSTANT(float4x4, volumeObjectToTexture) +PUSH_CONSTANT(float4x4, volume_object_to_texture) ADDITIONAL_INFO(draw_resource_id_varying) GPU_SHADER_CREATE_END() @@ -85,17 +85,17 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_volume_coba) DEFINE("USE_COBA") -SAMPLER(4, UINT_3D, flagTexture) -SAMPLER(5, FLOAT_1D, transferTexture) -PUSH_CONSTANT(bool, showPhi) -PUSH_CONSTANT(bool, showFlags) -PUSH_CONSTANT(bool, showPressure) -PUSH_CONSTANT(float, gridScale) +SAMPLER(4, UINT_3D, flag_tx) +SAMPLER(5, FLOAT_1D, transfer_tx) +PUSH_CONSTANT(bool, show_phi) +PUSH_CONSTANT(bool, show_flags) +PUSH_CONSTANT(bool, show_pressure) +PUSH_CONSTANT(float, grid_scale) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_volume_no_coba) -SAMPLER(4, FLOAT_3D, shadowTexture) -PUSH_CONSTANT(float3, activeColor) +SAMPLER(4, FLOAT_3D, shadow_tx) +PUSH_CONSTANT(float3, active_color) GPU_SHADER_CREATE_END() /** \} */ @@ -121,15 +121,15 @@ GPU_SHADER_CREATE_END() * \{ */ GPU_SHADER_INTERFACE_INFO(workbench_volume_iface) -SMOOTH(float3, localPos) +SMOOTH(float3, local_position) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(workbench_volume_slice) DEFINE("VOLUME_SLICE") VERTEX_IN(1, float3, uvs) VERTEX_OUT(workbench_volume_iface) -PUSH_CONSTANT(int, sliceAxis) /* -1 is no slice. */ -PUSH_CONSTANT(float, slicePosition) +PUSH_CONSTANT(int, slice_axis) /* -1 is no slice. */ +PUSH_CONSTANT(float, slice_position) GPU_SHADER_CREATE_END() /** \} */ diff --git a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl index 4e658cfdd10..ec1f2cfc5f9 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl @@ -24,14 +24,14 @@ SHADER_LIBRARY_CREATE_INFO(workbench_resolve_cavity) #ifdef USE_CAVITY void cavity_compute(float2 screenco, - depth2D depthBuffer, + depth2D depth_buffer, sampler2D normalBuffer, out float cavities, out float edges) { cavities = edges = 0.0f; - float depth = texture(depthBuffer, screenco).x; + float depth = texture(depth_buffer, screenco).x; /* Early out if background and in front. */ if (depth == 1.0f || depth == 0.0f) { @@ -73,7 +73,7 @@ void cavity_compute(float2 screenco, continue; } /* Sample depth. */ - float s_depth = texture(depthBuffer, uvcoords).r; + float s_depth = texture(depth_buffer, uvcoords).r; /* Handle Background case */ bool is_background = (s_depth == 1.0f); /* This trick provide good edge effect even if no neighbor is found. */ diff --git a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl index 64878c097db..01b88460e91 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl @@ -74,5 +74,5 @@ void main() color.rgb *= get_shadow(N, shadow); #endif - fragColor = color; + frag_color = color; } diff --git a/source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl index 9da7749c043..f40bc98674e 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_curvature_lib.glsl @@ -21,17 +21,17 @@ float curvature_soft_clamp(float curvature, float control) } void curvature_compute(float2 uv, - usampler2D objectIdBuffer, + usampler2D object_id_buffer, sampler2D normalBuffer, out float curvature) { curvature = 0.0f; float3 offset = float3(world_data.viewport_size_inv, 0.0f) * world_data.ui_scale; - uint object_up = texture(objectIdBuffer, uv + offset.zy).r; - uint object_down = texture(objectIdBuffer, uv - offset.zy).r; - uint object_right = texture(objectIdBuffer, uv + offset.xz).r; - uint object_left = texture(objectIdBuffer, uv - offset.xz).r; + uint object_up = texture(object_id_buffer, uv + offset.zy).r; + uint object_down = texture(object_id_buffer, uv - offset.zy).r; + uint object_right = texture(object_id_buffer, uv + offset.xz).r; + uint object_left = texture(object_id_buffer, uv - offset.xz).r; /* Remove object outlines. */ if ((object_up != object_down) || (object_right != object_left)) { diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_blur1_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_blur1_frag.glsl index c8611d1aba9..9ff25c5a657 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_blur1_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_blur1_frag.glsl @@ -28,7 +28,7 @@ float2 get_random_vector(float offset) * http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare */ float ign = fract( offset + 52.9829189f * fract(0.06711056f * gl_FragCoord.x + 0.00583715f * gl_FragCoord.y)); - float bn = texelFetch(noiseTex, int2(gl_FragCoord.xy) % 64, 0).a; + float bn = texelFetch(noise_tx, int2(gl_FragCoord.xy) % 64, 0).a; float ang = M_PI * 2.0f * fract(bn + offset); return float2(cos(ang), sin(ang)) * sqrt(ign); // return noise.rg * sqrt(ign); @@ -36,26 +36,26 @@ float2 get_random_vector(float offset) void main() { - float2 uv = gl_FragCoord.xy * invertedViewportSize * 2.0f; + float2 uv = gl_FragCoord.xy * inverted_viewport_size * 2.0f; - float2 size = float2(textureSize(halfResColorTex, 0).xy); + float2 size = float2(textureSize(half_res_color_tx, 0).xy); int2 texel = int2(uv * size); float4 color = float4(0.0f); float tot = 0.0f; - float coc = dof_decode_coc(texelFetch(inputCocTex, texel, 0).rg); + float coc = dof_decode_coc(texelFetch(input_coc_tx, texel, 0).rg); float max_radius = coc; - float2 noise = get_random_vector(noiseOffset) * 0.2f * + float2 noise = get_random_vector(noise_offset) * 0.2f * clamp(max_radius * 0.2f - 4.0f, 0.0f, 1.0f); for (int i = 0; i < NUM_SAMPLES; i++) { - float2 tc = uv + (noise + samples[i].xy) * invertedViewportSize * max_radius; + float2 tc = uv + (noise + samples[i].xy) * inverted_viewport_size * max_radius; /* decode_signed_coc return biggest coc. */ - coc = abs(dof_decode_signed_coc(texture(inputCocTex, tc).rg)); + coc = abs(dof_decode_signed_coc(texture(input_coc_tx, tc).rg)); float lod = log2(clamp((coc + min(coc, max_radius)) * 0.5f - 21.0f, 0.0f, 16.0f) * 0.25f); - float4 samp = textureLod(halfResColorTex, tc, lod); + float4 samp = textureLod(half_res_color_tx, tc, lod); float radius = samples[i].z * max_radius; float weight = abs(coc) * smoothstep(radius - 0.5f, radius + 0.5f, abs(coc)); @@ -68,6 +68,6 @@ void main() blurColor = color / tot; } else { - blurColor = textureLod(halfResColorTex, uv, 0.0f); + blurColor = textureLod(half_res_color_tx, uv, 0.0f); } } diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_blur2_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_blur2_frag.glsl index c657c5ced2f..4f3a1588dd7 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_blur2_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_blur2_frag.glsl @@ -29,9 +29,9 @@ FRAGMENT_SHADER_CREATE_INFO(workbench_effect_dof_blur2) void main() { /* Half Res pass */ - float2 pixel_size = 1.0f / float2(textureSize(blurTex, 0).xy); + float2 pixel_size = 1.0f / float2(textureSize(blur_tx, 0).xy); float2 uv = gl_FragCoord.xy * pixel_size.xy; - float coc = dof_decode_coc(texture(inputCocTex, uv).rg); + float coc = dof_decode_coc(texture(input_coc_tx, uv).rg); /* Only use this filter if coc is > 9.0f * since this filter is not weighted by CoC * and can bleed a bit. */ @@ -80,7 +80,7 @@ void main() /* If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + * (dY + R) of the pixel array. This will fill the pixel array, with the top left pixel of * the window at pixel[0] and the bottom right pixel of the window at pixel[N-1]. */ - v[(dX + 1) * 3 + (dY + 1)] = toVec(texture(blurTex, uv + offset * pixel_size * rad)); + v[(dX + 1) * 3 + (dY + 1)] = toVec(texture(blur_tx, uv + offset * pixel_size * rad)); } } @@ -91,5 +91,5 @@ void main() mnmx5(v[1], v[2], v[3], v[4], v[6]); mnmx4(v[2], v[3], v[4], v[7]); mnmx3(v[3], v[4], v[8]); - toVec(finalColor) = v[4]; + toVec(final_color) = v[4]; } diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_downsample_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_downsample_frag.glsl index aecc1e95d1d..761568fc1fc 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_downsample_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_downsample_frag.glsl @@ -24,20 +24,20 @@ FRAGMENT_SHADER_CREATE_INFO(workbench_effect_dof_downsample) void main() { float4 texel = float4(gl_FragCoord.xyxy) * 2.0f + float4(0.0f, 0.0f, 1.0f, 1.0f); - texel = (texel - 0.5f) / float4(textureSize(sceneColorTex, 0).xyxy); + texel = (texel - 0.5f) / float4(textureSize(scene_color_tx, 0).xyxy); /* Using texelFetch can bypass the mip range setting on some platform. * Using texture LOD fixes this issue. Note that we need to disable filtering to get the right * texel values. */ - float4 color1 = textureLod(sceneColorTex, texel.xy, 0.0f); - float4 color2 = textureLod(sceneColorTex, texel.zw, 0.0f); - float4 color3 = textureLod(sceneColorTex, texel.zy, 0.0f); - float4 color4 = textureLod(sceneColorTex, texel.xw, 0.0f); + float4 color1 = textureLod(scene_color_tx, texel.xy, 0.0f); + float4 color2 = textureLod(scene_color_tx, texel.zw, 0.0f); + float4 color3 = textureLod(scene_color_tx, texel.zy, 0.0f); + float4 color4 = textureLod(scene_color_tx, texel.xw, 0.0f); - float2 cocs1 = textureLod(inputCocTex, texel.xy, 0.0f).rg; - float2 cocs2 = textureLod(inputCocTex, texel.zw, 0.0f).rg; - float2 cocs3 = textureLod(inputCocTex, texel.zy, 0.0f).rg; - float2 cocs4 = textureLod(inputCocTex, texel.xw, 0.0f).rg; + float2 cocs1 = textureLod(input_coc_tx, texel.xy, 0.0f).rg; + float2 cocs2 = textureLod(input_coc_tx, texel.zw, 0.0f).rg; + float2 cocs3 = textureLod(input_coc_tx, texel.zy, 0.0f).rg; + float2 cocs4 = textureLod(input_coc_tx, texel.xw, 0.0f).rg; float4 cocs_near = float4(cocs1.r, cocs2.r, cocs3.r, cocs4.r) * MAX_COC_SIZE; float4 cocs_far = float4(cocs1.g, cocs2.g, cocs3.g, cocs4.g) * MAX_COC_SIZE; diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_lib.glsl index 8d119584c35..e3a6c5539f0 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_lib.glsl @@ -10,9 +10,9 @@ #include "gpu_shader_math_vector_lib.glsl" -#define dof_aperturesize dofParams.x -#define dof_distance dofParams.y -#define dof_invsensorsize dofParams.z +#define dof_aperturesize dof_params.x +#define dof_distance dof_params.y +#define dof_invsensorsize dof_params.z /* divide by sensor size to get the normalized size */ #define dof_calculate_coc(zdepth) \ @@ -20,8 +20,8 @@ #define dof_linear_depth(z) \ ((drw_view().winmat[3][3] == 0.0f) ? \ - (nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) : \ - (z * 2.0f - 1.0f) * nearFar.y) + (near_far.x * near_far.y) / (z * (near_far.x - near_far.y) + near_far.y) : \ + (z * 2.0f - 1.0f) * near_far.y) #define MAX_COC_SIZE 100.0f float2 dof_encode_coc(float near, float far) diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_prepare_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_prepare_frag.glsl index b2c63fecd3c..7372f42483c 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_prepare_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_prepare_frag.glsl @@ -25,16 +25,16 @@ void main() { int4 texel = int4(gl_FragCoord.xyxy) * 2 + int4(0, 0, 1, 1); - float4 color1 = texelFetch(sceneColorTex, texel.xy, 0); - float4 color2 = texelFetch(sceneColorTex, texel.zw, 0); - float4 color3 = texelFetch(sceneColorTex, texel.zy, 0); - float4 color4 = texelFetch(sceneColorTex, texel.xw, 0); + float4 color1 = texelFetch(scene_color_tx, texel.xy, 0); + float4 color2 = texelFetch(scene_color_tx, texel.zw, 0); + float4 color3 = texelFetch(scene_color_tx, texel.zy, 0); + float4 color4 = texelFetch(scene_color_tx, texel.xw, 0); float4 depths; - depths.x = texelFetch(sceneDepthTex, texel.xy, 0).x; - depths.y = texelFetch(sceneDepthTex, texel.zw, 0).x; - depths.z = texelFetch(sceneDepthTex, texel.zy, 0).x; - depths.w = texelFetch(sceneDepthTex, texel.xw, 0).x; + depths.x = texelFetch(scene_depth_tx, texel.xy, 0).x; + depths.y = texelFetch(scene_depth_tx, texel.zw, 0).x; + depths.z = texelFetch(scene_depth_tx, texel.zy, 0).x; + depths.w = texelFetch(scene_depth_tx, texel.xw, 0).x; float4 zdepths = dof_linear_depth(depths); float4 cocs_near = dof_calculate_coc(zdepths); diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_resolve_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_resolve_frag.glsl index ee0107c4b62..4319947204d 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_resolve_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_resolve_frag.glsl @@ -23,15 +23,15 @@ FRAGMENT_SHADER_CREATE_INFO(workbench_effect_dof_resolve) void main() { /* Full-screen pass. */ - float2 pixel_size = 0.5f / float2(textureSize(halfResColorTex, 0).xy); + float2 pixel_size = 0.5f / float2(textureSize(half_res_color_tx, 0).xy); float2 uv = gl_FragCoord.xy * pixel_size; /* TODO: MAKE SURE TO ALIGN SAMPLE POSITION TO AVOID OFFSET IN THE BOKEH. */ - float depth = texelFetch(sceneDepthTex, int2(gl_FragCoord.xy), 0).r; + float depth = texelFetch(scene_depth_tx, int2(gl_FragCoord.xy), 0).r; float zdepth = dof_linear_depth(depth); float coc = dof_calculate_coc(zdepth); float blend = smoothstep(1.0f, 3.0f, abs(coc)); - finalColorAdd = texture(halfResColorTex, uv) * blend; - finalColorMul = float4(1.0f - blend); + final_colorAdd = texture(half_res_color_tx, uv) * blend; + final_colorMul = float4(1.0f - blend); } diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_outline_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_outline_frag.glsl index ffce26e5eef..a0642021cb2 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_outline_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_outline_frag.glsl @@ -11,13 +11,13 @@ void main() float3 offset = float3(world_data.viewport_size_inv, 0.0f) * world_data.ui_scale; float2 uv = screen_uv; - uint center_id = texture(objectIdBuffer, uv).r; - uint4 adjacent_ids = uint4(texture(objectIdBuffer, uv + offset.zy).r, - texture(objectIdBuffer, uv - offset.zy).r, - texture(objectIdBuffer, uv + offset.xz).r, - texture(objectIdBuffer, uv - offset.xz).r); + uint center_id = texture(object_id_buffer, uv).r; + uint4 adjacent_ids = uint4(texture(object_id_buffer, uv + offset.zy).r, + texture(object_id_buffer, uv - offset.zy).r, + texture(object_id_buffer, uv + offset.xz).r, + texture(object_id_buffer, uv - offset.xz).r); float outline_opacity = 1.0f - dot(float4(equal(uint4(center_id), adjacent_ids)), float4(0.25f)); - fragColor = world_data.object_outline_color * outline_opacity; + frag_color = world_data.object_outline_color * outline_opacity; } diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_frag.glsl index b88896b8175..a494454a9d8 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_frag.glsl @@ -13,7 +13,7 @@ void main() { #if SMAA_STAGE == 0 /* Detect edges in color and revealage buffer. */ - out_edges = SMAALumaEdgeDetectionPS(uvs, offset, colorTex); + out_edges = SMAALumaEdgeDetectionPS(uvs, offset, color_tx); /* Discard if there is no edge. */ if (dot(out_edges, float2(1.0f, 1.0f)) == 0.0f) { discard; @@ -22,17 +22,17 @@ void main() #elif SMAA_STAGE == 1 out_weights = SMAABlendingWeightCalculationPS( - uvs, pixcoord, offset, edgesTex, areaTex, searchTex, float4(0)); + uvs, pixcoord, offset, edges_tx, area_tx, search_tx, float4(0)); #elif SMAA_STAGE == 2 out_color = float4(0.0f); - if (mixFactor > 0.0f) { - out_color += SMAANeighborhoodBlendingPS(uvs, offset[0], colorTex, blendTex) * mixFactor; + if (mix_factor > 0.0f) { + out_color += SMAANeighborhoodBlendingPS(uvs, offset[0], color_tx, blend_tx) * mix_factor; } - if (mixFactor < 1.0f) { - out_color += texture(colorTex, uvs) * (1.0f - mixFactor); + if (mix_factor < 1.0f) { + out_color += texture(color_tx, uvs) * (1.0f - mix_factor); } - out_color /= taaAccumulatedWeight; + out_color /= taa_accumulated_weight; /* Exit log2 space used for Anti-aliasing. */ out_color = exp2(out_color) - 0.5f; diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_taa_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_taa_frag.glsl index 61fb4546612..e45230a6156 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_taa_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_taa_frag.glsl @@ -8,20 +8,20 @@ FRAGMENT_SHADER_CREATE_INFO(workbench_taa) void main() { - float2 texel_size = 1.0f / float2(textureSize(colorBuffer, 0)); + float2 texel_size = 1.0f / float2(textureSize(color_buffer, 0)); float2 uv = gl_FragCoord.xy * texel_size; - fragColor = float4(0.0f); + frag_color = float4(0.0f); int i = 0; for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++, i++) { - float4 color = texture(colorBuffer, uv + float2(x, y) * texel_size); + float4 color = texture(color_buffer, uv + float2(x, y) * texel_size); /* Clamp infinite inputs (See #112211). */ color = clamp(color, float4(0.0f), float4(1e10f)); /* Use log2 space to avoid highlights creating too much aliasing. */ color = log2(color + 0.5f); - fragColor += color * samplesWeights[i]; + frag_color += color * samplesWeights[i]; } } } diff --git a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl index 6b6b856895a..ee56687d58b 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl @@ -40,7 +40,7 @@ float3 workbench_image_color(float2 uvs) float4 color; float3 co = float3(uvs, 0.0f); - if (isImageTile) { + if (is_image_tile) { if (node_tex_tile_lookup(co, imageTileData)) { color = texture(imageTileArray, co); } @@ -53,12 +53,12 @@ float3 workbench_image_color(float2 uvs) } /* Unpremultiply if stored multiplied, since straight alpha is expected by shaders. */ - if (imagePremult && !(color.a == 0.0f || color.a == 1.0f)) { + if (image_premult && !(color.a == 0.0f || color.a == 1.0f)) { color.rgb /= color.a; } # ifdef GPU_FRAGMENT_SHADER - if (color.a < imageTransparencyCutoff) { + if (color.a < image_transparency_cutoff) { discard; } # endif diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl index bbb1c391059..c4ecd0a6719 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl @@ -80,7 +80,7 @@ void main() float3 shaded_color = color; #endif - shaded_color *= get_shadow(N, forceShadowing); + shaded_color *= get_shadow(N, force_shadowing); /* Listing 4 */ float alpha = alpha_interp * world_data.xray_alpha; diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl index 45e1d2fc5fa..015dff68136 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl @@ -13,14 +13,14 @@ FRAGMENT_SHADER_CREATE_INFO(workbench_transparent_resolve) void main() { - /* Revealage is actually stored in transparentAccum alpha channel. + /* Revealage is actually stored in transparent_accum alpha channel. * This is a workaround to older hardware not having separate blend equation per render target. */ - float4 trans_accum = texture(transparentAccum, screen_uv); - float trans_weight = texture(transparentRevealage, screen_uv).r; + float4 trans_accum = texture(transparent_accum, screen_uv); + float trans_weight = texture(transparent_revealage, screen_uv).r; float trans_reveal = trans_accum.a; /* Listing 4 */ - fragColor.rgb = trans_accum.rgb / clamp(trans_weight, 1e-4f, 5e4f); - fragColor.a = 1.0f - trans_reveal; + frag_color.rgb = trans_accum.rgb / clamp(trans_weight, 1e-4f, 5e4f); + frag_color.a = 1.0f - trans_reveal; } diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl index 287368fe122..8a9ce05bad9 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl @@ -126,9 +126,9 @@ void volume_properties(float3 ls_pos, out float3 scattering, out float extinctio float3 co = ls_pos * 0.5f + 0.5f; #ifdef USE_COBA float4 tval; - if (showPhi) { + if (show_phi) { /* Color mapping for level-set representation */ - float val = sample_volume_texture(densityTexture, co).r * gridScale; + float val = sample_volume_texture(density_tx, co).r * grid_scale; val = max(min(val * 0.2f, 1.0f), -1.0f); @@ -139,14 +139,14 @@ void volume_properties(float3 ls_pos, out float3 scattering, out float extinctio tval = float4(0.5f, 1.0f + val, 0.0f, 0.06f); } } - else if (showFlags) { + else if (show_flags) { /* Color mapping for flags */ - uint flag = texture(flagTexture, co).r; + uint flag = texture(flag_tx, co).r; tval = flag_to_color(flag); } - else if (showPressure) { + else if (show_pressure) { /* Color mapping for pressure */ - float val = sample_volume_texture(densityTexture, co).r * gridScale; + float val = sample_volume_texture(density_tx, co).r * grid_scale; if (val > 0) { tval = float4(val, val, val, 0.06f); @@ -156,27 +156,27 @@ void volume_properties(float3 ls_pos, out float3 scattering, out float extinctio } } else { - float val = sample_volume_texture(densityTexture, co).r * gridScale; - tval = texture(transferTexture, val); + float val = sample_volume_texture(density_tx, co).r * grid_scale; + tval = texture(transfer_tx, val); } - tval *= densityScale; + tval *= density_fac; tval.rgb = pow(tval.rgb, float3(2.2f)); scattering = tval.rgb * 1500.0f; extinction = max(1e-4f, tval.a * 50.0f); #else # ifdef VOLUME_SMOKE - float flame = sample_volume_texture(flameTexture, co).r; - float4 emission = texture(flameColorTexture, flame); + float flame = sample_volume_texture(flame_tx, co).r; + float4 emission = texture(flame_color_tx, flame); # endif - float3 density = sample_volume_texture(densityTexture, co).rgb; - float shadows = sample_volume_texture(shadowTexture, co).r; + float3 density = sample_volume_texture(density_tx, co).rgb; + float shadows = sample_volume_texture(shadow_tx, co).r; - scattering = density * densityScale; + scattering = density * density_fac; extinction = max(1e-4f, dot(scattering, float3(0.33333f))); - scattering *= activeColor; + scattering *= active_color; /* Scale shadows in log space and clamp them to avoid completely black shadows. */ - scattering *= exp(clamp(log(shadows) * densityScale * 0.1f, -2.5f, 0.0f)) * M_PI; + scattering *= exp(clamp(log(shadows) * density_fac * 0.1f, -2.5f, 0.0f)) * M_PI; # ifdef VOLUME_SMOKE /* 800 is arbitrary and here to mimic old viewport. TODO: make it a parameter. */ @@ -210,10 +210,10 @@ float4 volume_integration( float final_transmittance = 1.0f; int2 tx = int2(gl_FragCoord.xy) % 4; - float noise = fract(dither_mat[tx.x][tx.y] + noiseOfs); + float noise = fract(dither_mat[tx.x][tx.y] + noise_ofs); float ray_len = noise * ray_inc; - for (int i = 0; i < samplesLen && ray_len < ray_max; i++, ray_len += ray_inc) { + for (int i = 0; i < samples_len && ray_len < ray_max; i++, ray_len += ray_inc) { float3 ls_pos = ray_ori + ray_dir * ray_len; float3 Lscat; @@ -246,7 +246,7 @@ void main() #ifdef VOLUME_SLICE /* Manual depth test. TODO: remove. */ - float depth = texelFetch(depthBuffer, int2(gl_FragCoord.xy), 0).r; + float depth = texelFetch(depth_buffer, int2(gl_FragCoord.xy), 0).r; if (do_depth_test && gl_FragCoord.z >= depth) { /* NOTE: In the Metal API, prior to Metal 2.3, Discard is not an explicit return and can * produce undefined behavior. This is especially prominent with derivatives if control-flow @@ -261,17 +261,17 @@ void main() float3 Lscat; float s_extinction, Tr; - volume_properties(localPos, Lscat, s_extinction); - eval_volume_step(Lscat, s_extinction, stepLength, Tr); + volume_properties(local_position, Lscat, s_extinction); + eval_volume_step(Lscat, s_extinction, step_length, Tr); - fragColor = float4(Lscat, Tr); + frag_color = float4(Lscat, Tr); #else - float2 screen_uv = gl_FragCoord.xy / float2(textureSize(depthBuffer, 0).xy); + float2 screen_uv = gl_FragCoord.xy / float2(textureSize(depth_buffer, 0).xy); bool is_persp = drw_view().winmat[3][3] == 0.0f; float3 volume_center = drw_modelmat()[3].xyz; - float depth = do_depth_test ? texelFetch(depthBuffer, int2(gl_FragCoord.xy), 0).r : 1.0f; + float depth = do_depth_test ? texelFetch(depth_buffer, int2(gl_FragCoord.xy), 0).r : 1.0f; float depth_end = min(depth, gl_FragCoord.z); float3 vs_ray_end = drw_point_screen_to_view(float3(screen_uv, depth_end)); float3 vs_ray_ori = drw_point_screen_to_view(float3(screen_uv, 0.0f)); @@ -287,9 +287,9 @@ void main() ls_ray_ori = (drw_object_orco(ls_ray_ori)) * 2.0f - 1.0f; ls_ray_end = (drw_object_orco(ls_ray_end)) * 2.0f - 1.0f; # else - ls_ray_dir = (volumeObjectToTexture * float4(ls_ray_dir, 1.0f)).xyz * 2.0f - 1.0f; - ls_ray_ori = (volumeObjectToTexture * float4(ls_ray_ori, 1.0f)).xyz * 2.0f - 1.0f; - ls_ray_end = (volumeObjectToTexture * float4(ls_ray_end, 1.0f)).xyz * 2.0f - 1.0f; + ls_ray_dir = (volume_object_to_texture * float4(ls_ray_dir, 1.0f)).xyz * 2.0f - 1.0f; + ls_ray_ori = (volume_object_to_texture * float4(ls_ray_ori, 1.0f)).xyz * 2.0f - 1.0f; + ls_ray_end = (volume_object_to_texture * float4(ls_ray_end, 1.0f)).xyz * 2.0f - 1.0f; # endif ls_ray_dir -= ls_ray_ori; @@ -309,13 +309,13 @@ void main() return; } - fragColor = volume_integration(ls_ray_ori, - ls_ray_dir, - stepLength, - length(ls_vol_isect) / length(ls_ray_dir), - length(vs_ray_dir) * stepLength); + frag_color = volume_integration(ls_ray_ori, + ls_ray_dir, + step_length, + length(ls_vol_isect) / length(ls_ray_dir), + length(vs_ray_dir) * step_length); #endif /* Convert transmittance to alpha so we can use pre-multiply blending. */ - fragColor.a = 1.0f - fragColor.a; + frag_color.a = 1.0f - frag_color.a; } diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl index 6febe2fef08..0bb8524cd50 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl @@ -19,16 +19,16 @@ void main() drw_ResourceID_iface.resource_index = drw_resource_id(); #ifdef VOLUME_SLICE - if (sliceAxis == 0) { - localPos = float3(slicePosition * 2.0f - 1.0f, pos.xy); + if (slice_axis == 0) { + local_position = float3(slice_position * 2.0f - 1.0f, pos.xy); } - else if (sliceAxis == 1) { - localPos = float3(pos.x, slicePosition * 2.0f - 1.0f, pos.y); + else if (slice_axis == 1) { + local_position = float3(pos.x, slice_position * 2.0f - 1.0f, pos.y); } else { - localPos = float3(pos.xy, slicePosition * 2.0f - 1.0f); + local_position = float3(pos.xy, slice_position * 2.0f - 1.0f); } - float3 final_pos = localPos; + float3 final_pos = local_position; #else float3 final_pos = pos; #endif @@ -37,7 +37,7 @@ void main() ObjectInfos info = drw_object_infos(); final_pos = ((final_pos * 0.5f + 0.5f) - info.orco_add) / info.orco_mul; #else - final_pos = (volumeTextureToObject * float4(final_pos * 0.5f + 0.5f, 1.0f)).xyz; + final_pos = (volume_texture_to_object * float4(final_pos * 0.5f + 0.5f, 1.0f)).xyz; #endif gl_Position = drw_point_world_to_homogenous(drw_point_object_to_world(final_pos)); } diff --git a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl index 65a12655d76..302c586f406 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl @@ -147,10 +147,10 @@ float3 get_world_lighting(float3 base_color, float roughness, float metallic, fl return diffuse_light + specular_light; } -float get_shadow(float3 N, bool force_shadowing) +float get_shadow(float3 N, bool force_shadow) { float light_factor = -dot(N, world_data.shadow_direction_vs.xyz); float shadow_mix = smoothstep(world_data.shadow_shift, world_data.shadow_focus, light_factor); - shadow_mix *= force_shadowing ? 0.0f : world_data.shadow_mul; + shadow_mix *= force_shadow ? 0.0f : world_data.shadow_mul; return shadow_mix + world_data.shadow_add; } diff --git a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc index 2ffa8651476..aaa83cef288 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc +++ b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc @@ -158,36 +158,36 @@ void AntiAliasingPass::sync(const SceneState &scene_state, SceneResources &resou DRW_STATE_WRITE_COLOR : DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD_FULL); taa_accumulation_ps_.shader_set(ShaderCache::get().taa_accumulation.get()); - taa_accumulation_ps_.bind_texture("colorBuffer", &resources.color_tx); + taa_accumulation_ps_.bind_texture("color_buffer", &resources.color_tx); taa_accumulation_ps_.push_constant("samplesWeights", weights_, 9); taa_accumulation_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3); smaa_edge_detect_ps_.init(); smaa_edge_detect_ps_.state_set(DRW_STATE_WRITE_COLOR); smaa_edge_detect_ps_.shader_set(ShaderCache::get().smaa_edge_detect.get()); - smaa_edge_detect_ps_.bind_texture("colorTex", &taa_accumulation_tx_); - smaa_edge_detect_ps_.push_constant("viewportMetrics", &smaa_viewport_metrics_, 1); + smaa_edge_detect_ps_.bind_texture("color_tx", &taa_accumulation_tx_); + smaa_edge_detect_ps_.push_constant("viewport_metrics", &smaa_viewport_metrics_, 1); smaa_edge_detect_ps_.clear_color(float4(0.0f)); smaa_edge_detect_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3); smaa_aa_weight_ps_.init(); smaa_aa_weight_ps_.state_set(DRW_STATE_WRITE_COLOR); smaa_aa_weight_ps_.shader_set(ShaderCache::get().smaa_aa_weight.get()); - smaa_aa_weight_ps_.bind_texture("edgesTex", &smaa_edge_tx_); - smaa_aa_weight_ps_.bind_texture("areaTex", smaa_area_tx_); - smaa_aa_weight_ps_.bind_texture("searchTex", smaa_search_tx_); - smaa_aa_weight_ps_.push_constant("viewportMetrics", &smaa_viewport_metrics_, 1); + smaa_aa_weight_ps_.bind_texture("edges_tx", &smaa_edge_tx_); + smaa_aa_weight_ps_.bind_texture("area_tx", smaa_area_tx_); + smaa_aa_weight_ps_.bind_texture("search_tx", smaa_search_tx_); + smaa_aa_weight_ps_.push_constant("viewport_metrics", &smaa_viewport_metrics_, 1); smaa_aa_weight_ps_.clear_color(float4(0.0f)); smaa_aa_weight_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3); smaa_resolve_ps_.init(); smaa_resolve_ps_.state_set(DRW_STATE_WRITE_COLOR); smaa_resolve_ps_.shader_set(ShaderCache::get().smaa_resolve.get()); - smaa_resolve_ps_.bind_texture("blendTex", &smaa_weight_tx_); - smaa_resolve_ps_.bind_texture("colorTex", &taa_accumulation_tx_); - smaa_resolve_ps_.push_constant("viewportMetrics", &smaa_viewport_metrics_, 1); - smaa_resolve_ps_.push_constant("mixFactor", &smaa_mix_factor_, 1); - smaa_resolve_ps_.push_constant("taaAccumulatedWeight", &weight_accum_, 1); + smaa_resolve_ps_.bind_texture("blend_tx", &smaa_weight_tx_); + smaa_resolve_ps_.bind_texture("color_tx", &taa_accumulation_tx_); + smaa_resolve_ps_.push_constant("viewport_metrics", &smaa_viewport_metrics_, 1); + smaa_resolve_ps_.push_constant("mix_factor", &smaa_mix_factor_, 1); + smaa_resolve_ps_.push_constant("taa_accumulated_weight", &weight_accum_, 1); smaa_resolve_ps_.clear_color(float4(0.0f)); smaa_resolve_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3); } diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.cc b/source/blender/draw/engines/workbench/workbench_effect_dof.cc index 50ea682f949..ddff88e7cff 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_dof.cc +++ b/source/blender/draw/engines/workbench/workbench_effect_dof.cc @@ -167,47 +167,47 @@ void DofPass::sync(SceneResources &resources, const DRWContext *draw_ctx) down_ps_.init(); down_ps_.state_set(DRW_STATE_WRITE_COLOR); down_ps_.shader_set(ShaderCache::get().dof_prepare.get()); - down_ps_.bind_texture("sceneColorTex", &resources.color_tx); - down_ps_.bind_texture("sceneDepthTex", &resources.depth_tx); - down_ps_.push_constant("invertedViewportSize", viewport_size_inv); - down_ps_.push_constant("dofParams", float3(aperture_size_, distance_, invsensor_size_)); - down_ps_.push_constant("nearFar", float2(near_, far_)); + down_ps_.bind_texture("scene_color_tx", &resources.color_tx); + down_ps_.bind_texture("scene_depth_tx", &resources.depth_tx); + down_ps_.push_constant("inverted_viewport_size", viewport_size_inv); + down_ps_.push_constant("dof_params", float3(aperture_size_, distance_, invsensor_size_)); + down_ps_.push_constant("near_far", float2(near_, far_)); down_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3); down2_ps_.init(); down2_ps_.state_set(DRW_STATE_WRITE_COLOR); down2_ps_.shader_set(ShaderCache::get().dof_downsample.get()); - down2_ps_.bind_texture("sceneColorTex", &source_tx_, sampler_state); - down2_ps_.bind_texture("inputCocTex", &coc_halfres_tx_, sampler_state); + down2_ps_.bind_texture("scene_color_tx", &source_tx_, sampler_state); + down2_ps_.bind_texture("input_coc_tx", &coc_halfres_tx_, sampler_state); down2_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3); blur_ps_.init(); blur_ps_.state_set(DRW_STATE_WRITE_COLOR); blur_ps_.shader_set(ShaderCache::get().dof_blur1.get()); blur_ps_.bind_ubo("samples", samples_buf_); - blur_ps_.bind_texture("noiseTex", resources.jitter_tx); - blur_ps_.bind_texture("inputCocTex", &coc_halfres_tx_, sampler_state); - blur_ps_.bind_texture("halfResColorTex", &source_tx_, sampler_state); - blur_ps_.push_constant("invertedViewportSize", viewport_size_inv); - blur_ps_.push_constant("noiseOffset", offset_); + blur_ps_.bind_texture("noise_tx", resources.jitter_tx); + blur_ps_.bind_texture("input_coc_tx", &coc_halfres_tx_, sampler_state); + blur_ps_.bind_texture("half_res_color_tx", &source_tx_, sampler_state); + blur_ps_.push_constant("inverted_viewport_size", viewport_size_inv); + blur_ps_.push_constant("noise_offset", offset_); blur_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3); blur2_ps_.init(); blur2_ps_.state_set(DRW_STATE_WRITE_COLOR); blur2_ps_.shader_set(ShaderCache::get().dof_blur2.get()); - blur2_ps_.bind_texture("inputCocTex", &coc_halfres_tx_, sampler_state); - blur2_ps_.bind_texture("blurTex", &blur_tx_); - blur2_ps_.push_constant("invertedViewportSize", viewport_size_inv); + blur2_ps_.bind_texture("input_coc_tx", &coc_halfres_tx_, sampler_state); + blur2_ps_.bind_texture("blur_tx", &blur_tx_); + blur2_ps_.push_constant("inverted_viewport_size", viewport_size_inv); blur2_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3); resolve_ps_.init(); resolve_ps_.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM); resolve_ps_.shader_set(ShaderCache::get().dof_resolve.get()); - resolve_ps_.bind_texture("halfResColorTex", &source_tx_, sampler_state); - resolve_ps_.bind_texture("sceneDepthTex", &resources.depth_tx); - resolve_ps_.push_constant("invertedViewportSize", viewport_size_inv); - resolve_ps_.push_constant("dofParams", float3(aperture_size_, distance_, invsensor_size_)); - resolve_ps_.push_constant("nearFar", float2(near_, far_)); + resolve_ps_.bind_texture("half_res_color_tx", &source_tx_, sampler_state); + resolve_ps_.bind_texture("scene_depth_tx", &resources.depth_tx); + resolve_ps_.push_constant("inverted_viewport_size", viewport_size_inv); + resolve_ps_.push_constant("dof_params", float3(aperture_size_, distance_, invsensor_size_)); + resolve_ps_.push_constant("near_far", float2(near_, far_)); resolve_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3); } diff --git a/source/blender/draw/engines/workbench/workbench_effect_outline.cc b/source/blender/draw/engines/workbench/workbench_effect_outline.cc index 16f85513f85..8e80dcd1915 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_outline.cc +++ b/source/blender/draw/engines/workbench/workbench_effect_outline.cc @@ -32,7 +32,7 @@ void OutlinePass::sync(SceneResources &resources) ps_.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL); ps_.shader_set(ShaderCache::get().outline.get()); ps_.bind_ubo("world_data", resources.world_buf); - ps_.bind_texture("objectIdBuffer", &resources.object_id_tx); + ps_.bind_texture("object_id_buffer", &resources.object_id_tx); ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3); } diff --git a/source/blender/draw/engines/workbench/workbench_mesh_passes.cc b/source/blender/draw/engines/workbench/workbench_mesh_passes.cc index 26dcad24fec..ee739e17dc4 100644 --- a/source/blender/draw/engines/workbench/workbench_mesh_passes.cc +++ b/source/blender/draw/engines/workbench/workbench_mesh_passes.cc @@ -74,13 +74,13 @@ PassMain::Sub &MeshPass::get_subpass(eGeometryType geometry_type, else { sub_pass->bind_texture(WB_TEXTURE_SLOT, texture->gpu.texture, texture->sampler_state); } - sub_pass->push_constant("isImageTile", texture->gpu.tile_mapping != nullptr); - sub_pass->push_constant("imagePremult", texture->premultiplied); + sub_pass->push_constant("is_image_tile", texture->gpu.tile_mapping != nullptr); + sub_pass->push_constant("image_premult", texture->premultiplied); /* TODO(@pragma37): This setting should be exposed on the user side, * either as a global parameter (and set it here) * or by reading the Material Clipping Threshold (and set it per material) */ float alpha_cutoff = texture->alpha_cutoff ? 0.1f : -FLT_MAX; - sub_pass->push_constant("imageTransparencyCutoff", alpha_cutoff); + sub_pass->push_constant("image_transparency_cutoff", alpha_cutoff); return sub_pass; }; @@ -121,7 +121,7 @@ void OpaquePass::sync(const SceneState &scene_state, SceneResources &resources) scene_state.draw_cavity, scene_state.draw_curvature, scene_state.draw_shadows)); - deferred_ps_.push_constant("forceShadowing", false); + deferred_ps_.push_constant("force_shadowing", false); deferred_ps_.bind_ubo(WB_WORLD_SLOT, resources.world_buf); deferred_ps_.bind_texture(WB_MATCAP_SLOT, resources.matcap_tx); deferred_ps_.bind_texture("normal_tx", &gbuffer_normal_tx); @@ -240,8 +240,8 @@ void TransparentPass::sync(const SceneState &scene_state, SceneResources &resour resolve_ps_.init(); resolve_ps_.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA); resolve_ps_.shader_set(ShaderCache::get().transparent_resolve.get()); - resolve_ps_.bind_texture("transparentAccum", &accumulation_tx); - resolve_ps_.bind_texture("transparentRevealage", &reveal_tx); + resolve_ps_.bind_texture("transparent_accum", &accumulation_tx); + resolve_ps_.bind_texture("transparent_revealage", &reveal_tx); resolve_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3); } diff --git a/source/blender/draw/engines/workbench/workbench_volume.cc b/source/blender/draw/engines/workbench/workbench_volume.cc index fa467c996a3..aa73549f186 100644 --- a/source/blender/draw/engines/workbench/workbench_volume.cc +++ b/source/blender/draw/engines/workbench/workbench_volume.cc @@ -57,18 +57,18 @@ void VolumePass::object_sync_volume(Manager &manager, ShaderCache::get().volume_get(false, volume.display.interpolation_method, false, use_slice)); sub_ps.push_constant("do_depth_test", scene_state.shading.type >= OB_SOLID); - const float density_scale = volume.display.density * - BKE_volume_density_scale(&volume, ob->object_to_world().ptr()); + const float density_fac = volume.display.density * + BKE_volume_density_scale(&volume, ob->object_to_world().ptr()); - sub_ps.bind_texture("depthBuffer", &resources.depth_tx); + sub_ps.bind_texture("depth_buffer", &resources.depth_tx); sub_ps.bind_texture("stencil_tx", &stencil_tx_); - sub_ps.bind_texture("densityTexture", grid->texture); + sub_ps.bind_texture("density_tx", grid->texture); /* TODO: implement shadow texture, see manta_smoke_calc_transparency. */ - sub_ps.bind_texture("shadowTexture", dummy_shadow_tx_); - sub_ps.push_constant("activeColor", color); - sub_ps.push_constant("densityScale", density_scale); - sub_ps.push_constant("volumeObjectToTexture", float4x4(grid->object_to_texture)); - sub_ps.push_constant("volumeTextureToObject", float4x4(grid->texture_to_object)); + sub_ps.bind_texture("shadow_tx", dummy_shadow_tx_); + sub_ps.push_constant("active_color", color); + sub_ps.push_constant("density_fac", density_fac); + sub_ps.push_constant("volume_object_to_texture", float4x4(grid->object_to_texture)); + sub_ps.push_constant("volume_texture_to_object", float4x4(grid->texture_to_object)); if (use_slice) { draw_slice_ps( @@ -135,40 +135,39 @@ void VolumePass::object_sync_modifier(Manager &manager, FLUID_DOMAIN_FIELD_PHI_OUT, FLUID_DOMAIN_FIELD_PHI_OBSTACLE); - sub_ps.push_constant("showFlags", show_flags); - sub_ps.push_constant("showPressure", show_pressure); - sub_ps.push_constant("showPhi", show_phi); - sub_ps.push_constant("gridScale", settings.grid_scale); + sub_ps.push_constant("show_flags", show_flags); + sub_ps.push_constant("show_pressure", show_pressure); + sub_ps.push_constant("show_phi", show_phi); + sub_ps.push_constant("grid_scale", settings.grid_scale); if (show_flags) { - sub_ps.bind_texture("flagTexture", settings.tex_field); + sub_ps.bind_texture("flag_tx", settings.tex_field); } else { - sub_ps.bind_texture("densityTexture", settings.tex_field); + sub_ps.bind_texture("density_tx", settings.tex_field); } if (!show_flags && !show_pressure && !show_phi) { - sub_ps.bind_texture("transferTexture", settings.tex_coba); + sub_ps.bind_texture("transfer_tx", settings.tex_coba); } } else { bool use_constant_color = ((settings.active_fields & FLUID_DOMAIN_ACTIVE_COLORS) == 0 && (settings.active_fields & FLUID_DOMAIN_ACTIVE_COLOR_SET) != 0); - sub_ps.push_constant("activeColor", + sub_ps.push_constant("active_color", use_constant_color ? float3(settings.active_color) : float3(1)); - sub_ps.bind_texture("densityTexture", + sub_ps.bind_texture("density_tx", settings.tex_color ? settings.tex_color : settings.tex_density); - sub_ps.bind_texture("flameTexture", - settings.tex_flame ? settings.tex_flame : dummy_volume_tx_); - sub_ps.bind_texture("flameColorTexture", + sub_ps.bind_texture("flame_tx", settings.tex_flame ? settings.tex_flame : dummy_volume_tx_); + sub_ps.bind_texture("flame_color_tx", settings.tex_flame ? settings.tex_flame_coba : dummy_coba_tx_); - sub_ps.bind_texture("shadowTexture", settings.tex_shadow); + sub_ps.bind_texture("shadow_tx", settings.tex_shadow); } - sub_ps.push_constant("densityScale", 10.0f * settings.display_thickness); - sub_ps.bind_texture("depthBuffer", &resources.depth_tx); + sub_ps.push_constant("density_fac", 10.0f * settings.display_thickness); + sub_ps.bind_texture("depth_buffer", &resources.depth_tx); sub_ps.bind_texture("stencil_tx", &stencil_tx_); if (use_slice) { @@ -217,9 +216,9 @@ void VolumePass::draw_slice_ps(Manager &manager, float step_length = std::max(1e-16f, dimensions[axis] * 0.05f); ps.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL | DRW_STATE_CULL_FRONT); - ps.push_constant("slicePosition", slice_depth); - ps.push_constant("sliceAxis", axis); - ps.push_constant("stepLength", step_length); + ps.push_constant("slice_position", slice_depth); + ps.push_constant("slice_axis", axis); + ps.push_constant("step_length", step_length); ps.draw(resources.volume_cube_batch, manager.resource_handle(ob_ref)); } @@ -239,9 +238,9 @@ void VolumePass::draw_volume_ps(Manager &manager, float step_length = math::length((1.0f / slice_count) * world_size); ps.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL | DRW_STATE_CULL_FRONT); - ps.push_constant("samplesLen", max_slice); - ps.push_constant("stepLength", step_length); - ps.push_constant("noiseOfs", float(noise_offset)); + ps.push_constant("samples_len", max_slice); + ps.push_constant("step_length", step_length); + ps.push_constant("noise_ofs", float(noise_offset)); ps.draw(resources.volume_cube_batch, manager.resource_handle(ob_ref)); } diff --git a/source/blender/draw/intern/shaders/draw_grease_pencil_lib.glsl b/source/blender/draw/intern/shaders/draw_grease_pencil_lib.glsl index 34649614bd9..3999b9b2ec6 100644 --- a/source/blender/draw/intern/shaders/draw_grease_pencil_lib.glsl +++ b/source/blender/draw/intern/shaders/draw_grease_pencil_lib.glsl @@ -69,12 +69,12 @@ float gpencil_decode_hardness(int packed_data) return float((uint(packed_data) & 0x3FC0000u) >> 18u) * (1.0f / 255.0f); } -float2 gpencil_project_to_screenspace(float4 v, float4 viewport_size) +float2 gpencil_project_to_screenspace(float4 v, float4 viewport_res) { - return ((v.xy / v.w) * 0.5f + 0.5f) * viewport_size.xy; + return ((v.xy / v.w) * 0.5f + 0.5f) * viewport_res.xy; } -float gpencil_stroke_thickness_modulate(float thickness, float4 ndc_pos, float4 viewport_size) +float gpencil_stroke_thickness_modulate(float thickness, float4 ndc_pos, float4 viewport_res) { /* Modify stroke thickness by object scale. */ thickness = length(to_float3x3(drw_modelmat()) * float3(thickness * M_SQRT1_3)); @@ -88,7 +88,7 @@ float gpencil_stroke_thickness_modulate(float thickness, float4 ndc_pos, float4 thickness /= legacy_radius_conversion_factor; /* World space point size. */ - thickness *= drw_view().winmat[1][1] * viewport_size.y; + thickness *= drw_view().winmat[1][1] * viewport_res.y; return thickness; } @@ -140,7 +140,7 @@ bool gpencil_is_stroke_vertex() * WARNING: Max attribute count is actually 14 because OSX OpenGL implementation * considers gl_VertexID and gl_InstanceID as vertex attribute. (see #74536) */ -float4 gpencil_vertex(float4 viewport_size, +float4 gpencil_vertex(float4 viewport_res, gpMaterialFlag material_flags, float2 alignment_rot, /* World Position. */ @@ -243,16 +243,16 @@ float4 gpencil_vertex(float4 viewport_size, out_P = (use_curr) ? wpos1 : wpos2; out_strength = abs((use_curr) ? strength1 : strength2); - float2 ss_adj = gpencil_project_to_screenspace(ndc_adj, viewport_size); - float2 ss1 = gpencil_project_to_screenspace(ndc1, viewport_size); - float2 ss2 = gpencil_project_to_screenspace(ndc2, viewport_size); + float2 ss_adj = gpencil_project_to_screenspace(ndc_adj, viewport_res); + float2 ss1 = gpencil_project_to_screenspace(ndc1, viewport_res); + float2 ss2 = gpencil_project_to_screenspace(ndc2, viewport_res); /* Screen-space Lines tangents. */ float line_len; float2 line = safe_normalize_and_get_length(ss2 - ss1, line_len); float2 line_adj = safe_normalize((use_curr) ? (ss1 - ss_adj) : (ss_adj - ss2)); float thickness = abs((use_curr) ? thickness1 : thickness2); - thickness = gpencil_stroke_thickness_modulate(thickness, out_ndc, viewport_size); + thickness = gpencil_stroke_thickness_modulate(thickness, out_ndc, viewport_res); float clamped_thickness = gpencil_clamp_small_stroke_thickness(thickness, out_ndc); out_uv = float2(x, y) * 0.5f + 0.5f; @@ -276,7 +276,7 @@ float4 gpencil_vertex(float4 viewport_size, } else { /* GP_STROKE_ALIGNMENT_OBJECT */ float4 ndc_x = drw_point_world_to_homogenous(wpos1 + drw_modelmat()[0].xyz); - float2 ss_x = gpencil_project_to_screenspace(ndc_x, viewport_size); + float2 ss_x = gpencil_project_to_screenspace(ndc_x, viewport_res); x_axis = safe_normalize(ss_x - ss1); } @@ -300,7 +300,7 @@ float4 gpencil_vertex(float4 viewport_size, /* Invert for vertex shader. */ out_aspect = 1.0f / out_aspect; - out_ndc.xy += (x * x_axis + y * y_axis) * viewport_size.zw * clamped_thickness; + out_ndc.xy += (x * x_axis + y * y_axis) * viewport_res.zw * clamped_thickness; out_sspos.xy = ss1; out_sspos.zw = ss1 + x_axis * 0.5f; @@ -337,7 +337,7 @@ float4 gpencil_vertex(float4 viewport_size, screen_ofs += line * x; } - out_ndc.xy += screen_ofs * viewport_size.zw * clamped_thickness; + out_ndc.xy += screen_ofs * viewport_res.zw * clamped_thickness; out_uv.x = (use_curr) ? uv1.z : uv2.z; } @@ -380,7 +380,7 @@ float4 gpencil_vertex(float4 viewport_size, return out_ndc; } -float4 gpencil_vertex(float4 viewport_size, +float4 gpencil_vertex(float4 viewport_res, out float3 out_P, out float3 out_N, out float4 out_color, @@ -391,7 +391,7 @@ float4 gpencil_vertex(float4 viewport_size, out float2 out_thickness, out float out_hardness) { - return gpencil_vertex(viewport_size, + return gpencil_vertex(viewport_res, gpMaterialFlag(0u), float2(1.0f, 0.0f), out_P,