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
32 lines
1.0 KiB
GLSL
32 lines
1.0 KiB
GLSL
/* SPDX-FileCopyrightText: 2025 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_sequencer_infos.hh"
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FRAGMENT_SHADER_CREATE_INFO(gpu_shader_sequencer_scope_resolve)
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void main()
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{
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/* Compute shader based scope point rasterizer produced screen-sized
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* raster buffer, with accumulated R,G,B,A values in fixed point.
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* Fetch data from that buffer and calculate resulting color. */
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int2 view_pos = int2(gl_FragCoord.xy);
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fragColor = float4(0.0f);
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if (any(lessThan(view_pos, int2(0))) ||
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any(greaterThanEqual(view_pos, int2(view_width, view_height))))
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{
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return;
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}
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int view_index = view_pos.y * view_width + view_pos.x;
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SeqScopeRasterData data = raster_buf[view_index];
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if (data.col_a != 0) {
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float4 pix = float4(data.col_r, data.col_g, data.col_b, data.col_a) / 255.0f;
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fragColor.rgb = pix.rgb / pix.a;
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/* Use tonemap-like curve to map amount of points to transparency. */
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fragColor.w = 1.0f - exp(-pix.a * alpha_exponent);
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}
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}
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