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
38 lines
1.3 KiB
GLSL
38 lines
1.3 KiB
GLSL
/* SPDX-FileCopyrightText: 2016-2024 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "infos/gpu_shader_text_infos.hh"
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VERTEX_SHADER_CREATE_INFO(gpu_shader_text)
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void main()
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{
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int glyph_index = gl_InstanceID;
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color_flat = glyphs[glyph_index].glyph_color;
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glyph_offset = glyphs[glyph_index].offset;
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glyph_dim = glyphs[glyph_index].glyph_size;
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glyph_flags = glyphs[glyph_index].flags;
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/* Depending on shadow outline / blur level, we might need to expand the quad. */
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uint shadow_type = glyph_flags & 0xFu;
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int interp_size = shadow_type > 4 ? 2 : (shadow_type > 0 ? 1 : 0);
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/* Quad expansion using instanced rendering. */
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float x = float(gl_VertexID % 2);
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float y = float(gl_VertexID / 2);
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float2 quad = float2(x, y);
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float4 pos = float4(glyphs[glyph_index].position);
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float2 interp_offset = float(interp_size) / abs(pos.zw - pos.xy);
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texCoord_interp = mix(-interp_offset, 1.0f + interp_offset, quad) * float2(glyph_dim) +
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float2(0.5f);
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float2 final_pos = mix(float2(int2(pos.xy) + int2(-interp_size, interp_size)),
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float2(int2(pos.zw) + int2(interp_size, -interp_size)),
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quad);
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gl_Position = ModelViewProjectionMatrix * float4(final_pos, 0.0f, 1.0f);
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}
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