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test2/source/blender/gpu/shaders/gpu_shader_icon_vert.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

46 lines
995 B
GLSL

/* SPDX-FileCopyrightText: 2018-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Simple shader that just draw one icon at the specified location
* does not need any vertex input (producing less call to immBegin/End)
*/
#include "infos/gpu_shader_icon_info.hh"
VERTEX_SHADER_CREATE_INFO(gpu_shader_icon)
void main()
{
float2 uv;
float2 co;
if (gl_VertexID == 0) {
co = rect_geom.xw;
uv = rect_icon.xw;
mask_coord_interp = float2(0, 1);
}
else if (gl_VertexID == 1) {
co = rect_geom.xy;
uv = rect_icon.xy;
mask_coord_interp = float2(0, 0);
}
else if (gl_VertexID == 2) {
co = rect_geom.zw;
uv = rect_icon.zw;
mask_coord_interp = float2(1, 1);
}
else {
co = rect_geom.zy;
uv = rect_icon.zy;
mask_coord_interp = float2(1, 0);
}
/* Put origin in lower right corner. */
mask_coord_interp.x -= 1;
gl_Position = ModelViewProjectionMatrix * float4(co, 0.0f, 1.0f);
texCoord_interp = uv;
}