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

34 lines
745 B
GLSL

/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_wireframe(float size, out float fac)
{
vec3 barys = g_data.barycentric_coords.xyy;
barys.z = 1.0f - barys.x - barys.y;
size *= 0.5f;
vec3 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)
{
vec3 barys = g_data.barycentric_coords.xyy;
barys.z = 1.0f - barys.x - barys.y;
#ifdef GPU_FRAGMENT_SHADER
size *= (1.0f / 3.0f);
vec3 dx = dFdx(barys);
vec3 dy = dFdy(barys);
vec3 deltas = sqrt(dx * dx + dy * dy);
vec3 s = step(-deltas * size, -barys);
fac = max(s.x, max(s.y, s.z));
#else
fac = 1.0f;
#endif
}