GPU: use ifdef for flat shader

This commit is contained in:
Campbell Barton
2017-05-16 16:57:26 +10:00
parent 2fa2814c82
commit 6c951fbd34
6 changed files with 25 additions and 46 deletions

View File

@@ -128,7 +128,6 @@ data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_checker_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_diag_stripes_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_lighting_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_lighting_flat_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_alpha_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
@@ -158,7 +157,6 @@ data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_line_dashed_legacy_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_line_dashed_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_normal_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_normal_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_passthrough_vert.glsl SRC)

View File

@@ -673,7 +673,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
datatoc_gpu_shader_edges_overlay_frag_glsl,
datatoc_gpu_shader_edges_overlay_geom_glsl },
[GPU_SHADER_SIMPLE_LIGHTING] = { datatoc_gpu_shader_3D_normal_vert_glsl, datatoc_gpu_shader_simple_lighting_frag_glsl },
[GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] = { datatoc_gpu_shader_3D_normal_flat_color_vert_glsl, datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl },
/* Use 'USE_FLAT_NORMAL' to make flat shader from smooth */
[GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl },
@@ -806,6 +807,9 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
case GPU_SHADER_3D_FLAT_COLOR_U32:
defines = "#define USE_COLOR_U32;\n";
break;
case GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR:
defines = "#define USE_FLAT_NORMAL;\n";
break;
default:
break;
}

View File

@@ -1,26 +0,0 @@
uniform mat4 ModelViewProjectionMatrix;
uniform mat3 NormalMatrix;
#if __VERSION__ == 120
attribute vec3 pos;
attribute vec3 nor;
attribute vec4 color;
flat varying vec4 finalColor;
flat varying vec3 normal;
#else
in vec3 pos;
in vec3 nor;
in vec4 color;
flat out vec3 normal;
flat out vec4 finalColor;
#endif
void main()
{
normal = normalize(NormalMatrix * nor);
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
finalColor = color;
}

View File

@@ -7,15 +7,25 @@ uniform mat3 NormalMatrix;
attribute vec3 nor;
attribute vec4 color;
# ifdef USE_FLAT_NORMAL
flat varying vec4 finalColor;
flat varying vec3 normal;
# else
varying vec4 finalColor;
varying vec3 normal;
# endif
#else
in vec3 pos;
in vec3 nor;
in vec4 color;
# ifdef USE_FLAT_NORMAL
flat out vec3 normal;
flat out vec4 finalColor;
# else
out vec3 normal;
out vec4 finalColor;
# endif
#endif
void main()

View File

@@ -1,17 +0,0 @@
uniform vec3 light;
#if __VERSION__ == 120
flat varying vec3 normal;
flat varying vec4 finalColor;
#define fragColor gl_FragColor
#else
flat in vec3 normal;
flat in vec4 finalColor;
out vec4 fragColor;
#endif
void main()
{
fragColor = finalColor * max(0.0, dot(normalize(normal), light));
}

View File

@@ -2,12 +2,22 @@
uniform vec3 light;
#if __VERSION__ == 120
# ifdef USE_FLAT_NORMAL
flat varying vec3 normal;
flat varying vec4 finalColor;
# else
varying vec3 normal;
varying vec4 finalColor;
# endif
#define fragColor gl_FragColor
#else
# ifdef USE_FLAT_NORMAL
flat in vec3 normal;
flat in vec4 finalColor;
# else
in vec3 normal;
in vec4 finalColor;
# endif
out vec4 fragColor;
#endif