Files
test2/source/blender/gpu/shaders/gpu_shader_icon_multi_vert.glsl
Clément Foucault 3b3a5731df GPU: Shader: Change vector and matrix type to use blender convention
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
2025-04-14 13:46:41 +02:00

42 lines
1.1 KiB
GLSL

/* SPDX-FileCopyrightText: 2018-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Simple shader that just draw multiple icons at the specified locations
* does not need any vertex input (producing less call to immBegin/End)
*/
#include "infos/gpu_shader_icon_info.hh"
VERTEX_SHADER_CREATE_INFO(gpu_shader_icon_multi)
void main()
{
float4 rect = multi_icon_data.calls_data[gl_InstanceID * 3];
float4 tex = multi_icon_data.calls_data[gl_InstanceID * 3 + 1];
finalColor = multi_icon_data.calls_data[gl_InstanceID * 3 + 2];
/* Use pos to select the right swizzle (instead of gl_VertexID)
* in order to workaround an OSX driver bug. */
if (all(equal(pos, float2(0.0f, 0.0f)))) {
rect.xy = rect.xz;
tex.xy = tex.xz;
}
else if (all(equal(pos, float2(0.0f, 1.0f)))) {
rect.xy = rect.xw;
tex.xy = tex.xw;
}
else if (all(equal(pos, float2(1.0f, 1.0f)))) {
rect.xy = rect.yw;
tex.xy = tex.yw;
}
else {
rect.xy = rect.yz;
tex.xy = tex.yz;
}
gl_Position = float4(rect.xy, 0.0f, 1.0f);
texCoord_interp = tex.xy;
}