Files
test2/source/blender/gpu/shaders/gpu_shader_icon_vert.glsl
Clément Foucault e69762b8dd GPU: Add compilation constants
Compilation constants are constants defined in the create info.
They cannot be changed after the shader is created.
It is a replacement to macros with added type safety.

Reuse most of the logic from Specialization constants.

Pull Request: https://projects.blender.org/blender/blender/pulls/139703
2025-06-03 17:34:04 +02:00

47 lines
1023 B
GLSL

/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Simple shader that just draw one icon at the specified location
* 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)
void main()
{
float2 uv;
float2 co;
if (gl_VertexID == 0) {
co = rect_geom.xw;
uv = rect_icon.xw;
mask_coord_interp = float2(0, 1);
}
else if (gl_VertexID == 1) {
co = rect_geom.xy;
uv = rect_icon.xy;
mask_coord_interp = float2(0, 0);
}
else if (gl_VertexID == 2) {
co = rect_geom.zw;
uv = rect_icon.zw;
mask_coord_interp = float2(1, 1);
}
else {
co = rect_geom.zy;
uv = rect_icon.zy;
mask_coord_interp = float2(1, 0);
}
/* Put origin in lower right corner. */
mask_coord_interp.x -= 1;
gl_Position = ModelViewProjectionMatrix * float4(co, 0.0f, 1.0f);
texCoord_interp = uv;
final_color = finalColor;
}