Files
test2/source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl
Clément Foucault bb52754652 GPU: Use f suffix for float literals
They are actually already some literals with the `f` suffix
that are in our shader codebase and we never had problem in
the past 5 years (or even 8 years).

So I think it is safe to do and improves convergence of codestyles.

Pull Request: https://projects.blender.org/blender/blender/pulls/137352
2025-04-11 18:28:45 +02:00

78 lines
2.0 KiB
GLSL

/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "infos/gpu_shader_keyframe_shape_info.hh"
VERTEX_SHADER_CREATE_INFO(gpu_shader_keyframe_shape)
#define line_falloff 1.0f
#define circle_scale sqrt(2.0f / 3.1416f)
#define square_scale sqrt(0.5f)
#define diagonal_scale sqrt(0.5f)
bool test(uint bit)
{
return (flags & bit) != 0u;
}
vec2 line_thresholds(float width)
{
return vec2(max(0.0f, width - line_falloff), width);
}
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0f, 1.0f);
/* Align to pixel grid if the viewport size is known. */
if (ViewportSize.x > 0) {
vec2 scale = ViewportSize * 0.5f;
vec2 px_pos = (gl_Position.xy + 1) * scale;
vec2 adj_pos = round(px_pos - 0.5f) + 0.5f;
gl_Position.xy = adj_pos / scale - 1;
}
/* Pass through parameters. */
finalColor = color;
finalOutlineColor = outlineColor;
finalFlags = flags;
if (!test(GPU_KEYFRAME_SHAPE_DIAMOND | GPU_KEYFRAME_SHAPE_CIRCLE |
GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL))
{
finalFlags |= GPU_KEYFRAME_SHAPE_DIAMOND;
}
/* Size-dependent line thickness. */
float half_width = (0.06f + (size - 10) * 0.04f);
float line_width = half_width + line_falloff;
/* Outline thresholds. */
thresholds.xy = line_thresholds(line_width * outline_scale);
/* Inner dot thresholds. */
thresholds.zw = line_thresholds(line_width * 1.6f);
/* Extend the primitive size by half line width on either side; odd for symmetry. */
float ext_radius = round(0.5f * size) + thresholds.x;
gl_PointSize = ceil(ext_radius + thresholds.y) * 2 + 1;
/* Diamond radius. */
radii[0] = ext_radius * diagonal_scale;
/* Circle radius. */
radii[1] = ext_radius * circle_scale;
/* Square radius. */
radii[2] = round(ext_radius * square_scale);
/* Min/max cutout offset. */
radii[3] = -line_falloff;
/* Convert to PointCoord units. */
radii /= gl_PointSize;
thresholds /= gl_PointSize;
}