Files
test/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
Clément Foucault 3b3a5731df GPU: Shader: Change vector and matrix type to use blender convention
This unify the C++ and GLSL codebase style.

The GLSL types are still in the backend compatibility
layers to support python shaders. However, the C++
shader compilation layer doesn't have them to enforce
correct type usage.

Note that this is going to break pretty much all PRs
in flight that targets shader code.

Rel #137261

Pull Request: https://projects.blender.org/blender/blender/pulls/137369
2025-04-14 13:46:41 +02:00

35 lines
1.1 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 & 0xFu;
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);
float2 quad = float2(x, y);
float2 interp_offset = float(interp_size) / abs(pos.zw - pos.xy);
texCoord_interp = mix(-interp_offset, 1.0f + interp_offset, quad) * float2(glyph_dim) +
float2(0.5f);
float2 final_pos = mix(float2(int2(pos.xy) + int2(-interp_size, interp_size)),
float2(int2(pos.zw) + int2(interp_size, -interp_size)),
quad);
gl_Position = ModelViewProjectionMatrix * float4(final_pos, 0.0f, 1.0f);
}