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
88 lines
2.4 KiB
GLSL
88 lines
2.4 KiB
GLSL
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "infos/gpu_shader_keyframe_shape_info.hh"
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FRAGMENT_SHADER_CREATE_INFO(gpu_shader_keyframe_shape)
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#define diagonal_scale sqrt(0.5f)
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#define minmax_bias 0.7f
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#define minmax_scale sqrt(1.0f / (1.0f + 1.0f / minmax_bias))
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bool test(uint bit)
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{
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return (finalFlags & bit) != 0u;
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}
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void main()
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{
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float2 pos = gl_PointCoord - float2(0.5f);
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float2 absPos = abs(pos);
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float radius = (absPos.x + absPos.y) * diagonal_scale;
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float outline_dist = -1.0f;
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/* Diamond outline */
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if (test(GPU_KEYFRAME_SHAPE_DIAMOND)) {
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outline_dist = max(outline_dist, radius - radii[0]);
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}
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/* Circle outline */
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if (test(GPU_KEYFRAME_SHAPE_CIRCLE)) {
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radius = length(absPos);
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outline_dist = max(outline_dist, radius - radii[1]);
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}
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/* Top & Bottom clamp */
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if (test(GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL)) {
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outline_dist = max(outline_dist, absPos.y - radii[2]);
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}
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/* Left & Right clamp */
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if (test(GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)) {
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outline_dist = max(outline_dist, absPos.x - radii[2]);
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}
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float alpha = 1 - smoothstep(thresholds[0], thresholds[1], abs(outline_dist));
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/* Inside the outline. */
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if (outline_dist < 0) {
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/* Middle dot */
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if (test(GPU_KEYFRAME_SHAPE_INNER_DOT)) {
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alpha = max(alpha, 1 - smoothstep(thresholds[2], thresholds[3], length(absPos)));
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}
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/* Up and down arrow-like shading. */
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if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MAX | GPU_KEYFRAME_SHAPE_ARROW_END_MIN)) {
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float ypos = -1.0f;
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/* Up arrow (maximum) */
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if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MAX)) {
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ypos = max(ypos, pos.y);
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}
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/* Down arrow (minimum) */
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if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MIN)) {
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ypos = max(ypos, -pos.y);
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}
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/* Arrow shape threshold. */
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float minmax_dist = (ypos - radii[3]) - absPos.x * minmax_bias;
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float minmax_step = smoothstep(thresholds[0], thresholds[1], minmax_dist * minmax_scale);
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/* Reduced alpha for uncertain extremes. */
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float minmax_alpha = test(GPU_KEYFRAME_SHAPE_ARROW_END_MIXED) ? 0.55f : 0.85f;
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alpha = max(alpha, minmax_step * minmax_alpha);
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}
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fragColor = mix(finalColor, finalOutlineColor, alpha);
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}
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/* Outside the outline. */
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else {
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fragColor = float4(finalOutlineColor.rgb, finalOutlineColor.a * alpha);
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}
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}
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