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blender-archive/source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl
Clément Foucault d712f1f83a GPU: Add Polyline shader (wide line emulation)
This new shader is able to emulate smooth wide lines drawing using a
geometry shader.

This shader needs viewportSize and lineWidth uniforms to be set.

There is multiple variants to replace the usage of wide lines for most
shaders.

This patch only fix the gizmo_types files and the navigation gizmo.
Other areas could be fixed afterward, I just limited the patch size.

Fix T57570.

Reviewed By: billreynish

Differential Revision: https://developer.blender.org/D7487
2020-04-23 23:07:48 +02:00

69 lines
1.4 KiB
GLSL

layout(lines) in;
layout(triangle_strip, max_vertices = 4) out;
uniform vec4 color;
uniform vec2 viewportSize;
uniform float lineWidth;
#if !defined(UNIFORM)
in vec4 finalColor_g[];
#endif
#ifdef CLIP
in float clip_g[];
out float clip;
#endif
out vec4 finalColor;
noperspective out float smoothline;
#define SMOOTH_WIDTH 1.0
void do_vertex(const int i, vec2 ofs)
{
#if defined(UNIFORM)
finalColor = color;
#elif defined(FLAT)
finalColor = finalColor_g[0];
#elif defined(SMOOTH)
finalColor = finalColor_g[i];
#endif
#ifdef CLIP
clip = clip_g[i];
#endif
smoothline = (lineWidth + SMOOTH_WIDTH) * 0.5;
gl_Position = gl_in[i].gl_Position;
gl_Position.xy += ofs * gl_Position.w;
EmitVertex();
smoothline = -(lineWidth + SMOOTH_WIDTH) * 0.5;
gl_Position = gl_in[i].gl_Position;
gl_Position.xy -= ofs * gl_Position.w;
EmitVertex();
}
void main(void)
{
vec2 p0 = gl_in[0].gl_Position.xy / gl_in[0].gl_Position.w;
vec2 p1 = gl_in[1].gl_Position.xy / gl_in[1].gl_Position.w;
vec2 e = normalize((p1 - p0) * viewportSize.xy);
#if 0 /* Hard turn when line direction changes quadrant. */
e = abs(e);
vec2 ofs = (e.x > e.y) ? vec2(0.0, 1.0 / e.x) : vec2(1.0 / e.y, 0.0);
#else /* Use perpendicular direction. */
vec2 ofs = vec2(-e.y, e.x);
#endif
ofs /= viewportSize.xy;
ofs *= lineWidth + SMOOTH_WIDTH;
do_vertex(0, ofs);
do_vertex(1, ofs);
EndPrimitive();
}