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test2/source/blender/gpu/shaders/gpu_shader_sequencer_strips_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

38 lines
810 B
GLSL

/* SPDX-FileCopyrightText: 2024 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "infos/gpu_shader_sequencer_info.hh"
VERTEX_SHADER_CREATE_INFO(gpu_shader_sequencer_strips)
void main()
{
int id = gl_InstanceID;
strip_id = id;
int vid = gl_VertexID;
SeqStripDrawData strip = strip_data[id];
float4 rect = float4(strip.left_handle, strip.bottom, strip.right_handle, strip.top);
/* Expand by 1px to fit pixel grid rounding. */
float2 expand = float2(1.0f, 1.0f);
rect.xy -= expand;
rect.zw += expand;
float2 co;
if (vid == 0) {
co = rect.xw;
}
else if (vid == 1) {
co = rect.xy;
}
else if (vid == 2) {
co = rect.zw;
}
else {
co = rect.zy;
}
co_interp = co;
gl_Position = ModelViewProjectionMatrix * float4(co, 0.0f, 1.0f);
}