Files
test2/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl
Clément Foucault 091004f1b8 GPU: GLSL compilation as C++ for gpu static shaders
Allow compilation of shaders using C++ for linting and
IDE support.

Related #127983

Pull Request: https://projects.blender.org/blender/blender/pulls/128724
2024-11-12 18:53:34 +01:00

88 lines
2.4 KiB
GLSL

/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "infos/gpu_shader_keyframe_shape_info.hh"
FRAGMENT_SHADER_CREATE_INFO(gpu_shader_keyframe_shape)
#define diagonal_scale sqrt(0.5)
#define minmax_bias 0.7
#define minmax_scale sqrt(1.0 / (1.0 + 1.0 / minmax_bias))
bool test(uint bit)
{
return (finalFlags & bit) != 0u;
}
void main()
{
vec2 pos = gl_PointCoord - vec2(0.5);
vec2 absPos = abs(pos);
float radius = (absPos.x + absPos.y) * diagonal_scale;
float outline_dist = -1.0;
/* Diamond outline */
if (test(GPU_KEYFRAME_SHAPE_DIAMOND)) {
outline_dist = max(outline_dist, radius - radii[0]);
}
/* Circle outline */
if (test(GPU_KEYFRAME_SHAPE_CIRCLE)) {
radius = length(absPos);
outline_dist = max(outline_dist, radius - radii[1]);
}
/* Top & Bottom clamp */
if (test(GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL)) {
outline_dist = max(outline_dist, absPos.y - radii[2]);
}
/* Left & Right clamp */
if (test(GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)) {
outline_dist = max(outline_dist, absPos.x - radii[2]);
}
float alpha = 1 - smoothstep(thresholds[0], thresholds[1], abs(outline_dist));
/* Inside the outline. */
if (outline_dist < 0) {
/* Middle dot */
if (test(GPU_KEYFRAME_SHAPE_INNER_DOT)) {
alpha = max(alpha, 1 - smoothstep(thresholds[2], thresholds[3], length(absPos)));
}
/* Up and down arrow-like shading. */
if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MAX | GPU_KEYFRAME_SHAPE_ARROW_END_MIN)) {
float ypos = -1.0;
/* Up arrow (maximum) */
if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MAX)) {
ypos = max(ypos, pos.y);
}
/* Down arrow (minimum) */
if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MIN)) {
ypos = max(ypos, -pos.y);
}
/* Arrow shape threshold. */
float minmax_dist = (ypos - radii[3]) - absPos.x * minmax_bias;
float minmax_step = smoothstep(thresholds[0], thresholds[1], minmax_dist * minmax_scale);
/* Reduced alpha for uncertain extremes. */
float minmax_alpha = test(GPU_KEYFRAME_SHAPE_ARROW_END_MIXED) ? 0.55 : 0.85;
alpha = max(alpha, minmax_step * minmax_alpha);
}
fragColor = mix(finalColor, finalOutlineColor, alpha);
}
/* Outside the outline. */
else {
fragColor = vec4(finalOutlineColor.rgb, finalOutlineColor.a * alpha);
}
}