Files
test2/source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl
Campbell Barton 0148293520 License headers: add SPDX licenses for '*.glsl' files
When GLSL sources were first included in Blender they were treated as
data (like blend files) and had no license header.
Since then GLSL has been used for more sophisticated features
(EEVEE & real-time compositing)
where it makes sense to include licensing information.

Add SPDX copyright headers to *.glsl files, matching headers used for
C/C++, also include GLSL files in the license checking script.

As leading C-comments are now stripped,
added binary size of comments is no longer a concern.

Ref !111247
2023-08-24 10:57:03 +10:00

74 lines
1.9 KiB
GLSL

/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
const float line_falloff = 1.0;
const float circle_scale = sqrt(2.0 / 3.1416);
const float square_scale = sqrt(0.5);
const float diagonal_scale = sqrt(0.5);
bool test(uint bit)
{
return (flags & bit) != 0u;
}
vec2 line_thresholds(float width)
{
return vec2(max(0.0, width - line_falloff), width);
}
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
/* Align to pixel grid if the viewport size is known. */
if (ViewportSize.x > 0) {
vec2 scale = ViewportSize * 0.5;
vec2 px_pos = (gl_Position.xy + 1) * scale;
vec2 adj_pos = round(px_pos - 0.5) + 0.5;
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 = (0.06 + (size - 10) * 0.04);
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 * 1.6);
/* Extend the primitive size by half line width on either side; odd for symmetry. */
float ext_radius = round(0.5 * 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;
}