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test2/source/blender/gpu/shaders/material/gpu_shader_material_wireframe.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

34 lines
759 B
GLSL

/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_wireframe(float size, out float fac)
{
float3 barys = g_data.barycentric_coords.xyy;
barys.z = 1.0f - barys.x - barys.y;
size *= 0.5f;
float3 s = step(-size, -barys * g_data.barycentric_dists);
fac = max(s.x, max(s.y, s.z));
}
void node_wireframe_screenspace(float size, out float fac)
{
float3 barys = g_data.barycentric_coords.xyy;
barys.z = 1.0f - barys.x - barys.y;
#ifdef GPU_FRAGMENT_SHADER
size *= (1.0f / 3.0f);
float3 dx = dFdx(barys);
float3 dy = dFdy(barys);
float3 deltas = sqrt(dx * dx + dy * dy);
float3 s = step(-deltas * size, -barys);
fac = max(s.x, max(s.y, s.z));
#else
fac = 1.0f;
#endif
}