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blender-archive/source/blender/gpu/shaders/material/gpu_shader_material_wireframe.glsl
OmarSquircleArt 8cd0da88e5 GPU: Split gpu_shader_material into multiple files.
This patch continue the efforts to split the `gpu_shader_material` file
started in D5569.

Dependency resolution is now recursive. Each shading node gets its own
file. Additionally, some utility files are added to be shared between
files, like `math_util`, `color_util`, and `hash`. Some files are always
included because they may be used in the execution function, like
`world_normals`.

Some glsl functions appeared to be unused, so they were removed, like
`output_node`, `bits_to_01`, and `exp_blender`. Other functions have
been renamed to be more general and get used as utils, like `texco_norm`
which became `vector_normalize`.

A lot of the opengl tests fails, but those same tests also fail in
master, so this is probably unrelated to this patch.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5616
2019-08-30 17:28:57 +02:00

32 lines
791 B
GLSL

#ifndef VOLUMETRICS
void node_wireframe(float size, vec2 barycentric, vec3 barycentric_dist, out float fac)
{
vec3 barys = barycentric.xyy;
barys.z = 1.0 - barycentric.x - barycentric.y;
size *= 0.5;
vec3 s = step(-size, -barys * barycentric_dist);
fac = max(s.x, max(s.y, s.z));
}
void node_wireframe_screenspace(float size, vec2 barycentric, out float fac)
{
vec3 barys = barycentric.xyy;
barys.z = 1.0 - barycentric.x - barycentric.y;
size *= (1.0 / 3.0);
vec3 dx = dFdx(barys);
vec3 dy = dFdy(barys);
vec3 deltas = sqrt(dx * dx + dy * dy);
vec3 s = step(-deltas * size, -barys);
fac = max(s.x, max(s.y, s.z));
}
#else
/* Stub wireframe because it is not compatible with volumetrics. */
# define node_wireframe
# define node_wireframe_screenspace
#endif