This is the first step of moving the create infos back inside shader sources. All info files are now treated as source files. However, they are not considered in the include tree yet. This will come in another following PR. Each shader source file now generate a `.info` file containing only the create info declarations. This renames all info files so that they do not conflict with their previous versions that were copied (non-generated). Pull Request: https://projects.blender.org/blender/blender/pulls/146676
195 lines
6.0 KiB
C++
195 lines
6.0 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#ifdef GPU_SHADER
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# pragma once
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# include "gpu_shader_compat.hh"
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# define GP_LIGHT
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# include "gpencil_shader_shared.hh"
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# include "draw_object_infos_infos.hh"
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# include "draw_view_infos.hh"
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# include "gpu_shader_fullscreen_infos.hh"
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# define SMAA_GLSL_3
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# define SMAA_STAGE 1
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# define SMAA_PRESET_HIGH
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# define SMAA_NO_DISCARD
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# define SMAA_RT_METRICS viewport_metrics
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# define SMAA_LUMA_WEIGHT float4(1.0f, 1.0f, 1.0f, 1.0f)
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#endif
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#include "gpu_shader_create_info.hh"
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#include "gpencil_defines.hh"
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/* -------------------------------------------------------------------- */
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/** \name GPencil Object rendering
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* \{ */
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GPU_SHADER_NAMED_INTERFACE_INFO(gpencil_geometry_iface, gp_interp)
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SMOOTH(float4, color_mul)
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SMOOTH(float4, color_add)
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SMOOTH(float3, pos)
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SMOOTH(float2, uv)
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GPU_SHADER_NAMED_INTERFACE_END(gp_interp)
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GPU_SHADER_NAMED_INTERFACE_INFO(gpencil_geometry_flat_iface, gp_interp_flat)
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FLAT(float2, aspect)
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FLAT(float4, sspos)
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FLAT(uint, mat_flag)
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FLAT(float, depth)
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GPU_SHADER_NAMED_INTERFACE_END(gp_interp_flat)
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GPU_SHADER_NAMED_INTERFACE_INFO(gpencil_geometry_noperspective_iface, gp_interp_noperspective)
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NO_PERSPECTIVE(float2, thickness)
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NO_PERSPECTIVE(float, hardness)
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GPU_SHADER_NAMED_INTERFACE_END(gp_interp_noperspective)
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GPU_SHADER_CREATE_INFO(gpencil_geometry)
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DO_STATIC_COMPILATION()
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DEFINE("GP_LIGHT")
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TYPEDEF_SOURCE("gpencil_defines.hh")
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SAMPLER(2, sampler2D, gp_fill_tx)
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SAMPLER(3, sampler2D, gp_stroke_tx)
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SAMPLER(4, sampler2DDepth, gp_scene_depth_tx)
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SAMPLER(5, sampler2D, gp_mask_tx)
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UNIFORM_BUF_FREQ(4, gpMaterial, gp_materials[GPENCIL_MATERIAL_BUFFER_LEN], BATCH)
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UNIFORM_BUF_FREQ(3, gpLight, gp_lights[GPENCIL_LIGHT_BUFFER_LEN], BATCH)
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PUSH_CONSTANT(float2, viewport_size)
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/* Per Object */
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PUSH_CONSTANT(float3, gp_normal)
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PUSH_CONSTANT(bool, gp_stroke_order3d)
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PUSH_CONSTANT(int, gp_material_offset)
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/* Per Layer */
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PUSH_CONSTANT(float, gp_vertex_color_opacity)
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PUSH_CONSTANT(float4, gp_layer_tint)
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PUSH_CONSTANT(float, gp_layer_opacity)
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PUSH_CONSTANT(float, gp_stroke_index_offset)
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FRAGMENT_OUT(0, float4, frag_color)
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FRAGMENT_OUT(1, float4, revealColor)
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VERTEX_OUT(gpencil_geometry_iface)
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VERTEX_OUT(gpencil_geometry_flat_iface)
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VERTEX_OUT(gpencil_geometry_noperspective_iface)
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VERTEX_SOURCE("gpencil_vert.glsl")
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FRAGMENT_SOURCE("gpencil_frag.glsl")
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DEPTH_WRITE(DepthWrite::ANY)
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ADDITIONAL_INFO(draw_view)
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ADDITIONAL_INFO(draw_modelmat)
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ADDITIONAL_INFO(draw_gpencil)
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GPU_SHADER_CREATE_END()
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Full-Screen Shaders
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* \{ */
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GPU_SHADER_CREATE_INFO(gpencil_layer_blend)
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DO_STATIC_COMPILATION()
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SAMPLER(0, sampler2D, color_buf)
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SAMPLER(1, sampler2D, reveal_buf)
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SAMPLER(2, sampler2D, mask_buf)
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PUSH_CONSTANT(int, blend_mode)
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PUSH_CONSTANT(float, blend_opacity)
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/* Reminder: This is considered SRC color in blend equations.
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* Same operation on all buffers. */
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FRAGMENT_OUT(0, float4, frag_color)
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FRAGMENT_OUT(1, float4, fragRevealage)
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FRAGMENT_SOURCE("gpencil_layer_blend_frag.glsl")
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ADDITIONAL_INFO(gpu_fullscreen)
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GPU_SHADER_CREATE_END()
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GPU_SHADER_CREATE_INFO(gpencil_mask_invert)
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DO_STATIC_COMPILATION()
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FRAGMENT_OUT(0, float4, frag_color)
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FRAGMENT_OUT(1, float4, fragRevealage)
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FRAGMENT_SOURCE("gpencil_mask_invert_frag.glsl")
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ADDITIONAL_INFO(gpu_fullscreen)
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GPU_SHADER_CREATE_END()
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GPU_SHADER_CREATE_INFO(gpencil_depth_merge)
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DO_STATIC_COMPILATION()
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PUSH_CONSTANT(float4x4, gp_model_matrix)
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PUSH_CONSTANT(bool, stroke_order3d)
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SAMPLER(0, sampler2DDepth, depth_buf)
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VERTEX_SOURCE("gpencil_depth_merge_vert.glsl")
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FRAGMENT_SOURCE("gpencil_depth_merge_frag.glsl")
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DEPTH_WRITE(DepthWrite::ANY)
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ADDITIONAL_INFO(draw_view)
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GPU_SHADER_CREATE_END()
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Anti-Aliasing
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* \{ */
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GPU_SHADER_INTERFACE_INFO(gpencil_antialiasing_iface)
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SMOOTH(float2, uvs)
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SMOOTH(float2, pixcoord)
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SMOOTH(float4, offset[3])
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GPU_SHADER_INTERFACE_END()
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GPU_SHADER_CREATE_INFO(gpencil_antialiasing)
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DEFINE("SMAA_GLSL_3")
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DEFINE_VALUE("SMAA_RT_METRICS", "viewport_metrics")
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DEFINE("SMAA_PRESET_HIGH")
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DEFINE_VALUE("SMAA_LUMA_WEIGHT", "float4(luma_weight, luma_weight, luma_weight, 0.0f)")
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DEFINE("SMAA_NO_DISCARD")
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VERTEX_OUT(gpencil_antialiasing_iface)
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PUSH_CONSTANT(float4, viewport_metrics)
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PUSH_CONSTANT(float, luma_weight)
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VERTEX_SOURCE("gpencil_antialiasing_vert.glsl")
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FRAGMENT_SOURCE("gpencil_antialiasing_frag.glsl")
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GPU_SHADER_CREATE_END()
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GPU_SHADER_CREATE_INFO(gpencil_antialiasing_stage_0)
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DEFINE_VALUE("SMAA_STAGE", "0")
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SAMPLER(0, sampler2D, color_tx)
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SAMPLER(1, sampler2D, reveal_tx)
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FRAGMENT_OUT(0, float2, out_edges)
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ADDITIONAL_INFO(gpencil_antialiasing)
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DO_STATIC_COMPILATION()
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GPU_SHADER_CREATE_END()
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GPU_SHADER_CREATE_INFO(gpencil_antialiasing_stage_1)
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DEFINE_VALUE("SMAA_STAGE", "1")
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SAMPLER(0, sampler2D, edges_tx)
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SAMPLER(1, sampler2D, area_tx)
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SAMPLER(2, sampler2D, search_tx)
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FRAGMENT_OUT(0, float4, out_weights)
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ADDITIONAL_INFO(gpencil_antialiasing)
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DO_STATIC_COMPILATION()
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GPU_SHADER_CREATE_END()
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GPU_SHADER_CREATE_INFO(gpencil_antialiasing_stage_2)
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DEFINE_VALUE("SMAA_STAGE", "2")
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SAMPLER(0, sampler2D, color_tx)
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SAMPLER(1, sampler2D, reveal_tx)
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SAMPLER(2, sampler2D, blend_tx)
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PUSH_CONSTANT(float, mix_factor)
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PUSH_CONSTANT(float, taa_accumulated_weight)
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PUSH_CONSTANT(bool, do_anti_aliasing)
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PUSH_CONSTANT(bool, only_alpha)
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/* Reminder: Blending func is `fragRevealage * DST + frag_color`. */
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FRAGMENT_OUT_DUAL(0, float4, out_color, SRC_0)
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FRAGMENT_OUT_DUAL(0, float4, out_reveal, SRC_1)
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ADDITIONAL_INFO(gpencil_antialiasing)
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DO_STATIC_COMPILATION()
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GPU_SHADER_CREATE_END()
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GPU_SHADER_CREATE_INFO(gpencil_antialiasing_accumulation)
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IMAGE(0, GPENCIL_RENDER_FORMAT, read, image2D, src_img)
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IMAGE(1, GPENCIL_ACCUM_FORMAT, read_write, image2D, dst_img)
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PUSH_CONSTANT(float, weight_src)
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PUSH_CONSTANT(float, weight_dst)
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FRAGMENT_SOURCE("gpencil_antialiasing_accumulation_frag.glsl")
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ADDITIONAL_INFO(gpu_fullscreen)
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DO_STATIC_COMPILATION()
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GPU_SHADER_CREATE_END()
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/** \} */
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