Files
test2/source/blender/draw/engines/overlay/shaders/overlay_particle_frag.glsl
Clément Foucault fe213f80a4 GPU: Shader: Make info files generated
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
2025-09-25 10:57:02 +02:00

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1023 B
GLSL

/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "infos/overlay_extra_infos.hh"
FRAGMENT_SHADER_CREATE_INFO(overlay_particle_dot_base)
#include "overlay_common_lib.glsl"
#include "select_lib.glsl"
void main()
{
float2 uv = gl_PointCoord - float2(0.5f);
float dist = length(uv);
if (dist > 0.5f) {
gpu_discard_fragment();
return;
}
/* Nice sphere falloff. */
float intensity = sqrt(1.0f - dist * 2.0f) * 0.5f + 0.5f;
frag_color = final_color * float4(intensity, intensity, intensity, 1.0f);
/* The default value of GL_POINT_SPRITE_COORD_ORIGIN is GL_UPPER_LEFT. Need to reverse the Y. */
uv.y = -uv.y;
/* Subtract distance to outer edge of the circle. (0.75 is manually tweaked to look better) */
float2 edge_pos = gl_FragCoord.xy - uv * (0.75f / (dist + 1e-9f));
float2 edge_start = edge_pos + float2(-uv.y, uv.x);
line_output = pack_line_data(gl_FragCoord.xy, edge_start, edge_pos);
select_id_output(select_id);
}