This unify the C++ and GLSL codebase style. The GLSL types are still in the backend compatibility layers to support python shaders. However, the C++ shader compilation layer doesn't have them to enforce correct type usage. Note that this is going to break pretty much all PRs in flight that targets shader code. Rel #137261 Pull Request: https://projects.blender.org/blender/blender/pulls/137369
42 lines
1.1 KiB
GLSL
42 lines
1.1 KiB
GLSL
/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/**
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* Simple shader that just draw multiple icons at the specified locations
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* does not need any vertex input (producing less call to immBegin/End)
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*/
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#include "infos/gpu_shader_icon_info.hh"
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VERTEX_SHADER_CREATE_INFO(gpu_shader_icon_multi)
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void main()
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{
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float4 rect = multi_icon_data.calls_data[gl_InstanceID * 3];
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float4 tex = multi_icon_data.calls_data[gl_InstanceID * 3 + 1];
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finalColor = multi_icon_data.calls_data[gl_InstanceID * 3 + 2];
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/* Use pos to select the right swizzle (instead of gl_VertexID)
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* in order to workaround an OSX driver bug. */
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if (all(equal(pos, float2(0.0f, 0.0f)))) {
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rect.xy = rect.xz;
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tex.xy = tex.xz;
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}
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else if (all(equal(pos, float2(0.0f, 1.0f)))) {
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rect.xy = rect.xw;
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tex.xy = tex.xw;
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}
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else if (all(equal(pos, float2(1.0f, 1.0f)))) {
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rect.xy = rect.yw;
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tex.xy = tex.yw;
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}
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else {
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rect.xy = rect.yz;
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tex.xy = tex.yz;
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}
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gl_Position = float4(rect.xy, 0.0f, 1.0f);
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texCoord_interp = tex.xy;
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}
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