Files
test2/source/blender/gpu/shaders/gpu_shader_sequencer_strips_vert.glsl
Clément Foucault 091004f1b8 GPU: GLSL compilation as C++ for gpu static shaders
Allow compilation of shaders using C++ for linting and
IDE support.

Related #127983

Pull Request: https://projects.blender.org/blender/blender/pulls/128724
2024-11-12 18:53:34 +01:00

38 lines
796 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];
vec4 rect = vec4(strip.left_handle, strip.bottom, strip.right_handle, strip.top);
/* Expand by 1px to fit pixel grid rounding. */
vec2 expand = vec2(1.0, 1.0);
rect.xy -= expand;
rect.zw += expand;
vec2 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 * vec4(co, 0.0f, 1.0f);
}