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