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
88 lines
2.4 KiB
GLSL
88 lines
2.4 KiB
GLSL
/* SPDX-FileCopyrightText: 2017-2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "infos/gpu_shader_keyframe_shape_infos.hh"
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FRAGMENT_SHADER_CREATE_INFO(gpu_shader_keyframe_shape)
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#define diagonal_scale sqrt(0.5f)
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#define minmax_bias 0.7f
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#define minmax_scale sqrt(1.0f / (1.0f + 1.0f / minmax_bias))
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bool test(uint bit)
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{
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return (finalFlags & bit) != 0u;
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}
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void main()
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{
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float2 pos = gl_PointCoord - float2(0.5f);
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float2 absPos = abs(pos);
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float radius = (absPos.x + absPos.y) * diagonal_scale;
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float outline_dist = -1.0f;
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/* Diamond outline */
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if (test(GPU_KEYFRAME_SHAPE_DIAMOND)) {
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outline_dist = max(outline_dist, radius - radii[0]);
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}
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/* Circle outline */
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if (test(GPU_KEYFRAME_SHAPE_CIRCLE)) {
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radius = length(absPos);
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outline_dist = max(outline_dist, radius - radii[1]);
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}
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/* Top & Bottom clamp */
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if (test(GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL)) {
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outline_dist = max(outline_dist, absPos.y - radii[2]);
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}
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/* Left & Right clamp */
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if (test(GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)) {
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outline_dist = max(outline_dist, absPos.x - radii[2]);
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}
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float alpha = 1 - smoothstep(thresholds[0], thresholds[1], abs(outline_dist));
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/* Inside the outline. */
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if (outline_dist < 0) {
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/* Middle dot */
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if (test(GPU_KEYFRAME_SHAPE_INNER_DOT)) {
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alpha = max(alpha, 1 - smoothstep(thresholds[2], thresholds[3], length(absPos)));
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}
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/* Up and down arrow-like shading. */
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if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MAX | GPU_KEYFRAME_SHAPE_ARROW_END_MIN)) {
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float ypos = -1.0f;
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/* Up arrow (maximum) */
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if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MAX)) {
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ypos = max(ypos, pos.y);
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}
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/* Down arrow (minimum) */
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if (test(GPU_KEYFRAME_SHAPE_ARROW_END_MIN)) {
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ypos = max(ypos, -pos.y);
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}
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/* Arrow shape threshold. */
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float minmax_dist = (ypos - radii[3]) - absPos.x * minmax_bias;
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float minmax_step = smoothstep(thresholds[0], thresholds[1], minmax_dist * minmax_scale);
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/* Reduced alpha for uncertain extremes. */
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float minmax_alpha = test(GPU_KEYFRAME_SHAPE_ARROW_END_MIXED) ? 0.55f : 0.85f;
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alpha = max(alpha, minmax_step * minmax_alpha);
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}
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fragColor = mix(finalColor, finalOutlineColor, alpha);
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}
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/* Outside the outline. */
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else {
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fragColor = float4(finalOutlineColor.rgb, finalOutlineColor.a * alpha);
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}
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}
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