Files
test2/source/blender/gpu/shaders/gpu_shader_keyframe_shape_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

88 lines
2.4 KiB
GLSL

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