This is the first step of moving the create infos back inside shader sources. All info files are now treated as source files. However, they are not considered in the include tree yet. This will come in another following PR. Each shader source file now generate a `.info` file containing only the create info declarations. This renames all info files so that they do not conflict with their previous versions that were copied (non-generated). Pull Request: https://projects.blender.org/blender/blender/pulls/146676
53 lines
1.4 KiB
GLSL
53 lines
1.4 KiB
GLSL
/* SPDX-FileCopyrightText: 2017-2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "infos/overlay_grid_infos.hh"
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VERTEX_SHADER_CREATE_INFO(overlay_grid_next)
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/**
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* Infinite grid:
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* Draw anti-aliased grid and axes of different sizes with smooth blending between Level of
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* details. We draw multiple triangles to avoid float precision issues due to perspective
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* interpolation.
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*/
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#include "draw_view_lib.glsl"
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#include "gpu_shader_utildefines_lib.glsl"
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void main()
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{
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float3 vert_pos;
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/* Project camera pos to the needed plane */
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if (flag_test(grid_flag, PLANE_XY)) {
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vert_pos = float3(pos.x, pos.y, 0.0f);
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}
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else if (flag_test(grid_flag, PLANE_XZ)) {
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vert_pos = float3(pos.x, 0.0f, pos.y);
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}
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else if (flag_test(grid_flag, PLANE_YZ)) {
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vert_pos = float3(0.0f, pos.x, pos.y);
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}
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else /* PLANE_IMAGE */ {
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vert_pos = float3(pos.xy * 0.5f + 0.5f, 0.0f);
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}
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local_pos = vert_pos;
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float3 real_pos = drw_view_position() * plane_axes + vert_pos * grid_buf.size.xyz;
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/* Used for additional Z axis */
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if (flag_test(grid_flag, CLIP_ZPOS)) {
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real_pos.z = clamp(real_pos.z, 0.0f, 1e30f);
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local_pos.z = clamp(local_pos.z, 0.0f, 1.0f);
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}
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if (flag_test(grid_flag, CLIP_ZNEG)) {
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real_pos.z = clamp(real_pos.z, -1e30f, 0.0f);
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local_pos.z = clamp(local_pos.z, -1.0f, 0.0f);
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}
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gl_Position = drw_view().winmat * (drw_view().viewmat * float4(real_pos, 1.0f));
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}
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