Files
test/source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl
Clément Foucault fe213f80a4 GPU: Shader: Make info files generated
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
2025-09-25 10:57:02 +02:00

78 lines
2.0 KiB
GLSL

/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "infos/gpu_shader_keyframe_shape_infos.hh"
VERTEX_SHADER_CREATE_INFO(gpu_shader_keyframe_shape)
#define line_falloff 1.0f
#define circle_scale sqrt(2.0f / 3.1416f)
#define square_scale sqrt(0.5f)
#define diagonal_scale sqrt(0.5f)
bool test(uint bit)
{
return (flags & bit) != 0u;
}
float2 line_thresholds(float width)
{
return float2(max(0.0f, width - line_falloff), width);
}
void main()
{
gl_Position = ModelViewProjectionMatrix * float4(pos, 0.0f, 1.0f);
/* Align to pixel grid if the viewport size is known. */
if (ViewportSize.x > 0) {
float2 scale = ViewportSize * 0.5f;
float2 px_pos = (gl_Position.xy + 1) * scale;
float2 adj_pos = round(px_pos - 0.5f) + 0.5f;
gl_Position.xy = adj_pos / scale - 1;
}
/* Pass through parameters. */
finalColor = color;
finalOutlineColor = outlineColor;
finalFlags = flags;
if (!test(GPU_KEYFRAME_SHAPE_DIAMOND | GPU_KEYFRAME_SHAPE_CIRCLE |
GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL))
{
finalFlags |= GPU_KEYFRAME_SHAPE_DIAMOND;
}
/* Size-dependent line thickness. */
float half_width = (0.06f + (size - 10) * 0.04f);
float line_width = half_width + line_falloff;
/* Outline thresholds. */
thresholds.xy = line_thresholds(line_width * outline_scale);
/* Inner dot thresholds. */
thresholds.zw = line_thresholds(line_width * 1.6f);
/* Extend the primitive size by half line width on either side; odd for symmetry. */
float ext_radius = round(0.5f * size) + thresholds.x;
gl_PointSize = ceil(ext_radius + thresholds.y) * 2 + 1;
/* Diamond radius. */
radii[0] = ext_radius * diagonal_scale;
/* Circle radius. */
radii[1] = ext_radius * circle_scale;
/* Square radius. */
radii[2] = round(ext_radius * square_scale);
/* Min/max cutout offset. */
radii[3] = -line_falloff;
/* Convert to PointCoord units. */
radii /= gl_PointSize;
thresholds /= gl_PointSize;
}