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blender-archive/source/blender/gpu/shaders/gpu_shader_geometry.glsl

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uniform mat4 ProjectionMatrix;
uniform int PrimitiveIdBase;
uniform int osd_active_uv_offset;
layout(lines_adjacency) in;
layout(triangle_strip, max_vertices = 4) out;
in block {
VertexData v;
} inpt[];
/* compatibility */
out vec3 varnormal;
out vec3 varposition;
uniform bool osd_flat_shading;
uniform int osd_fvar_count;
#define INTERP_FACE_VARYING_2(result, fvarOffset, tessCoord) \
{ \
vec2 v[4]; \
int primOffset = (gl_PrimitiveID + PrimitiveIdBase) * 4; \
for (int i = 0; i < 4; ++i) { \
int index = (primOffset + i) * osd_fvar_count + fvarOffset; \
v[i] = vec2(texelFetch(FVarDataBuffer, index).s, \
texelFetch(FVarDataBuffer, index + 1).s); \
} \
result = mix(mix(v[0], v[1], tessCoord.s), \
mix(v[3], v[2], tessCoord.s), \
tessCoord.t); \
}
# define INTERP_FACE_VARYING_ATT_2(result, fvarOffset, tessCoord) \
{ \
vec2 tmp; \
INTERP_FACE_VARYING_2(tmp, fvarOffset, tessCoord); \
result = vec3(tmp, 0); \
}
uniform samplerBuffer FVarDataBuffer;
uniform isamplerBuffer FVarDataOffsetBuffer;
out block {
VertexData v;
} outpt;
void set_mtface_vertex_attrs(vec2 st);
void emit_flat(int index, vec3 normal)
{
outpt.v.position = inpt[index].v.position;
outpt.v.normal = normal;
/* Compatibility */
varnormal = outpt.v.normal;
varposition = outpt.v.position.xyz;
/* TODO(sergey): Only uniform subdivisions atm. */
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vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
vec2 st = quadst[index];
INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
set_mtface_vertex_attrs(st);
gl_Position = ProjectionMatrix * inpt[index].v.position;
EmitVertex();
}
void emit_smooth(int index)
{
outpt.v.position = inpt[index].v.position;
outpt.v.normal = inpt[index].v.normal;
/* Compatibility */
varnormal = outpt.v.normal;
varposition = outpt.v.position.xyz;
/* TODO(sergey): Only uniform subdivisions atm. */
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vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
vec2 st = quadst[index];
INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
set_mtface_vertex_attrs(st);
gl_Position = ProjectionMatrix * inpt[index].v.position;
EmitVertex();
}
void main()
{
gl_PrimitiveID = gl_PrimitiveIDIn;
if (osd_flat_shading) {
vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz;
vec3 flat_normal = normalize(cross(B, A));
emit_flat(0, flat_normal);
emit_flat(1, flat_normal);
emit_flat(3, flat_normal);
emit_flat(2, flat_normal);
}
else {
emit_smooth(0);
emit_smooth(1);
emit_smooth(3);
emit_smooth(2);
}
EndPrimitive();
}
void set_mtface_vertex_attrs(vec2 st) {