Files
test2/source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl
Campbell Barton 0148293520 License headers: add SPDX licenses for '*.glsl' files
When GLSL sources were first included in Blender they were treated as
data (like blend files) and had no license header.
Since then GLSL has been used for more sophisticated features
(EEVEE & real-time compositing)
where it makes sense to include licensing information.

Add SPDX copyright headers to *.glsl files, matching headers used for
C/C++, also include GLSL files in the license checking script.

As leading C-comments are now stripped,
added binary size of comments is no longer a concern.

Ref !111247
2023-08-24 10:57:03 +10:00

69 lines
1.8 KiB
GLSL

/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Clips point to near clip plane before perspective divide. */
vec4 clip_line_point_homogeneous_space(vec4 p, vec4 q)
{
if (p.z < -p.w) {
/* Just solves p + (q - p) * A; for A when p.z / p.w = -1.0. */
float denom = q.z - p.z + q.w - p.w;
if (denom == 0.0) {
/* No solution. */
return p;
}
float A = (-p.z - p.w) / denom;
p = p + (q - p) * A;
}
return p;
}
void do_vertex(const int i, vec4 pos, vec2 ofs)
{
#if defined(UNIFORM)
interp_out.final_color = color;
#elif defined(FLAT)
/* WATCH: Assuming last provoking vertex. */
interp_out.final_color = interp_in[1].final_color;
#elif defined(SMOOTH)
interp_out.final_color = interp_in[i].final_color;
#endif
#ifdef CLIP
interp_out.clip = interp_in[i].clip;
#endif
interp_noperspective_out.smoothline = (lineWidth + SMOOTH_WIDTH * float(lineSmooth)) * 0.5;
gl_Position = pos;
gl_Position.xy += ofs * pos.w;
EmitVertex();
interp_noperspective_out.smoothline = -(lineWidth + SMOOTH_WIDTH * float(lineSmooth)) * 0.5;
gl_Position = pos;
gl_Position.xy -= ofs * pos.w;
EmitVertex();
}
void main(void)
{
vec4 p0 = clip_line_point_homogeneous_space(gl_in[0].gl_Position, gl_in[1].gl_Position);
vec4 p1 = clip_line_point_homogeneous_space(gl_in[1].gl_Position, gl_in[0].gl_Position);
vec2 e = normalize(((p1.xy / p1.w) - (p0.xy / p0.w)) * viewportSize.xy);
#if 0 /* Hard turn when line direction changes quadrant. */
e = abs(e);
vec2 ofs = (e.x > e.y) ? vec2(0.0, 1.0 / e.x) : vec2(1.0 / e.y, 0.0);
#else /* Use perpendicular direction. */
vec2 ofs = vec2(-e.y, e.x);
#endif
ofs /= viewportSize.xy;
ofs *= lineWidth + SMOOTH_WIDTH * float(lineSmooth);
do_vertex(0, p0, ofs);
do_vertex(1, p1, ofs);
EndPrimitive();
}