Allow compilation of shaders using C++ for linting and IDE support. Related #127983 Pull Request: https://projects.blender.org/blender/blender/pulls/128724
34 lines
1.0 KiB
GLSL
34 lines
1.0 KiB
GLSL
/* SPDX-FileCopyrightText: 2016-2024 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
#include "infos/gpu_shader_text_info.hh"
|
|
|
|
VERTEX_SHADER_CREATE_INFO(gpu_shader_text)
|
|
|
|
void main()
|
|
{
|
|
color_flat = col;
|
|
glyph_offset = offset;
|
|
glyph_dim = glyph_size;
|
|
glyph_flags = flags;
|
|
|
|
/* Depending on shadow outline / blur level, we might need to expand the quad. */
|
|
uint shadow_type = flags & 0xF;
|
|
int interp_size = shadow_type > 4 ? 2 : (shadow_type > 0 ? 1 : 0);
|
|
|
|
/* Quad expansion using instanced rendering. */
|
|
float x = float(gl_VertexID % 2);
|
|
float y = float(gl_VertexID / 2);
|
|
vec2 quad = vec2(x, y);
|
|
|
|
vec2 interp_offset = float(interp_size) / abs(pos.zw - pos.xy);
|
|
texCoord_interp = mix(-interp_offset, 1.0 + interp_offset, quad) * vec2(glyph_dim) + vec2(0.5);
|
|
|
|
vec2 final_pos = mix(vec2(ivec2(pos.xy) + ivec2(-interp_size, interp_size)),
|
|
vec2(ivec2(pos.zw) + ivec2(interp_size, -interp_size)),
|
|
quad);
|
|
|
|
gl_Position = ModelViewProjectionMatrix * vec4(final_pos, 0.0, 1.0);
|
|
}
|