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
76 lines
2.1 KiB
GLSL
76 lines
2.1 KiB
GLSL
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "infos/overlay_wireframe_infos.hh"
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FRAGMENT_SHADER_CREATE_INFO(overlay_wireframe_base)
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#include "gpu_shader_utildefines_lib.glsl"
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#include "overlay_common_lib.glsl"
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#include "select_lib.glsl"
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void main()
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{
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#if !defined(POINTS) && !defined(CURVES)
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/* Needed only because of wireframe slider.
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* If we could get rid of it would be nice because of performance drain of discard. */
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if (edge_start.r == -1.0f) {
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gpu_discard_fragment();
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return;
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}
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#endif
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line_output = float4(0.0f);
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#if defined(POINTS)
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float2 centered = abs(gl_PointCoord - float2(0.5f));
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float dist = max(centered.x, centered.y);
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float fac = dist * dist * 4.0f;
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/* Create a small gradient so that dense objects have a small fresnel effect. */
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/* Non linear blend. */
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float3 rim_col = sqrt(final_color_inner.rgb);
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float3 wire_col = sqrt(final_color.rgb);
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float3 final_front_col = mix(rim_col, wire_col, 0.35f);
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frag_color = float4(mix(final_front_col, rim_col, saturate(fac)), 1.0f);
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frag_color *= frag_color;
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#elif !defined(SELECT_ENABLE)
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line_output = pack_line_data(gl_FragCoord.xy, edge_start, edge_pos);
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frag_color = final_color;
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# if !defined(CURVES)
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gl_FragDepth = gl_FragCoord.z;
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if (use_custom_depth_bias) {
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float2 dir = line_output.xy * 2.0f - 1.0f;
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bool dir_horiz = abs(dir.x) > abs(dir.y);
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float2 uv = gl_FragCoord.xy * uniform_buf.size_viewport_inv;
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float depth_occluder = texture(depth_tx, uv).r;
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float depth_min = depth_occluder;
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float2 uv_offset = uniform_buf.size_viewport_inv;
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if (dir_horiz) {
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uv_offset.y = 0.0f;
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}
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else {
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uv_offset.x = 0.0f;
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}
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depth_min = min(depth_min, texture(depth_tx, uv - uv_offset).r);
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depth_min = min(depth_min, texture(depth_tx, uv + uv_offset).r);
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float delta = abs(depth_occluder - depth_min);
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# ifndef SELECT_ENABLE
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if (gl_FragCoord.z < (depth_occluder + delta) && gl_FragCoord.z > depth_occluder) {
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gl_FragDepth = depth_occluder;
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}
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# endif
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}
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# endif
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#endif
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select_id_output(select_id);
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}
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