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uniform vec4 color;
uniform vec4 color2;
uniform int fill_type;
uniform float mix_factor;
uniform float g_angle;
uniform float g_radius;
uniform float g_boxsize;
uniform vec2 g_scale;
uniform vec2 g_shift;
uniform float t_angle;
uniform vec2 t_scale;
uniform vec2 t_offset;
uniform int t_mix;
uniform int t_flip;
uniform float t_opacity;
uniform sampler2D myTexture;
/* keep this list synchronized with list in DNA_brush_types.h */
#define SOLID 0
#define GRADIENT 1
#define RADIAL 2
#define CHESS 3
#define TEXTURE 4
in vec2 texCoord_interp;
out vec4 fragColor;
#define texture2D texture
void set_color(in vec4 color,
in vec4 color2,
in vec4 tcolor,
in float mixv,
in float factor,
in int tmix,
in int flip,
out vec4 ocolor)
{
/* full color A */
if (mixv == 1.0) {
if (tmix == 1) {
if (flip == 0) {
ocolor = color;
}
else {
ocolor = tcolor;
ocolor = color2;
/* full color B */
else if (mixv == 0.0) {
/* mix of colors */
ocolor = mix(color, tcolor, factor);
ocolor = mix(tcolor, color, factor);
ocolor = mix(color, color2, factor);
ocolor = mix(color2, color, factor);
void main()
vec2 t_center = vec2(0.5, 0.5);
mat2 matrot_tex = mat2(cos(t_angle), -sin(t_angle), sin(t_angle), cos(t_angle));
vec2 rot_tex = (matrot_tex * (texCoord_interp - t_center)) + t_center + t_offset;
vec4 tmp_color = texture2D(myTexture, rot_tex * t_scale);
vec4 text_color = vec4(tmp_color[0], tmp_color[1], tmp_color[2], tmp_color[3] * t_opacity);
vec4 chesscolor;
/* solid fill */
if (fill_type == SOLID) {
if (t_mix == 1) {
fragColor = mix(color, text_color, mix_factor);
fragColor = color;
vec2 center = vec2(0.5, 0.5) + g_shift;
mat2 matrot = mat2(cos(g_angle), -sin(g_angle), sin(g_angle), cos(g_angle));
vec2 rot = (((matrot * (texCoord_interp - center)) + center) * g_scale) + g_shift;
/* gradient */
if (fill_type == GRADIENT) {
set_color(color,
color2,
text_color,
mix_factor,
rot.x - mix_factor + 0.5,
t_mix,
t_flip,
fragColor);
/* radial gradient */
if (fill_type == RADIAL) {
float in_rad = g_radius * mix_factor;
float ex_rad = g_radius - in_rad;
float intensity = 0;
float distance = length((center - texCoord_interp) * g_scale);
if (distance > g_radius) {
discard;
if (distance > in_rad) {
intensity = clamp(((distance - in_rad) / ex_rad), 0.0, 1.0);
set_color(color, color2, text_color, mix_factor, intensity, t_mix, t_flip, fragColor);
/* chessboard */
if (fill_type == CHESS) {
vec2 pos = rot / g_boxsize;
if ((fract(pos.x) < 0.5 && fract(pos.y) < 0.5) ||
(fract(pos.x) > 0.5 && fract(pos.y) > 0.5)) {
if (t_flip == 0) {
chesscolor = color;
chesscolor = color2;
/* mix with texture */
fragColor = mix(chesscolor, text_color, mix_factor);
fragColor = chesscolor;
/* texture */
if (fill_type == TEXTURE) {
fragColor = text_color;