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blender-archive/source/blender/gpu/shaders/gpu_shader_icon_multi_vert.glsl
Jason Fielder fb63e484b9 Fix #103398: Fix Icon sampler initialization in Metal backend.
Resolves issue with nearest filtering on UI Icons. Note that as
Metal does not support LOD bias as a parameter on a sampler
object, the original code has been modified to perform LOD
biasing at the shader level.

As GPU_SAMPLER_ICON is not  widely used, it is more
efficient to apply directly to the  affected shaders, rather
than workaround passing in the sampler LOD bias as a
separate value e.g. uniform or push constant.

Original PR feedback addressed to also refactor ICON
shaders to use consistent style for single and multi
Icon rendering.

Authored by Apple: Michael Parkin-White

Ref #96261
Pull Request #105145
2023-02-26 13:23:40 +01:00

34 lines
885 B
GLSL

/**
* Simple shader that just draw multiple icons at the specified locations
* does not need any vertex input (producing less call to immBegin/End)
*/
void main()
{
vec4 rect = multi_icon_data.calls_data[gl_InstanceID * 3];
vec4 tex = multi_icon_data.calls_data[gl_InstanceID * 3 + 1];
finalColor = multi_icon_data.calls_data[gl_InstanceID * 3 + 2];
/* Use pos to select the right swizzle (instead of gl_VertexID)
* in order to workaround an OSX driver bug. */
if (all(equal(pos, vec2(0.0, 0.0)))) {
rect.xy = rect.xz;
tex.xy = tex.xz;
}
else if (all(equal(pos, vec2(0.0, 1.0)))) {
rect.xy = rect.xw;
tex.xy = tex.xw;
}
else if (all(equal(pos, vec2(1.0, 1.0)))) {
rect.xy = rect.yw;
tex.xy = tex.yw;
}
else {
rect.xy = rect.yz;
tex.xy = tex.yz;
}
gl_Position = vec4(rect.xy, 0.0f, 1.0f);
texCoord_interp = tex.xy;
}