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blender-archive/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
Clément Foucault 9516921c05 Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347.

I went over all the code making it more future proof with less hacks and removing old / not relevent parts.

Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.

Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~

Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D6296
2019-12-02 13:15:52 +01:00

82 lines
3.2 KiB
GLSL

flat in vec4 color_flat;
noperspective in vec2 texCoord_interp;
out vec4 fragColor;
uniform sampler2D glyph;
const vec2 offsets4[4] = vec2[4](
vec2(-0.5, 0.5), vec2(0.5, 0.5), vec2(-0.5, -0.5), vec2(-0.5, -0.5));
const vec2 offsets16[16] = vec2[16](vec2(-1.5, 1.5),
vec2(-0.5, 1.5),
vec2(0.5, 1.5),
vec2(1.5, 1.5),
vec2(-1.5, 0.5),
vec2(-0.5, 0.5),
vec2(0.5, 0.5),
vec2(1.5, 0.5),
vec2(-1.5, -0.5),
vec2(-0.5, -0.5),
vec2(0.5, -0.5),
vec2(1.5, -0.5),
vec2(-1.5, -1.5),
vec2(-0.5, -1.5),
vec2(0.5, -1.5),
vec2(1.5, -1.5));
#define sample_glyph_offset(texco, texel, ofs) texture(glyph, texco + ofs * texel).r
void main()
{
// input color replaces texture color
fragColor.rgb = color_flat.rgb;
vec2 texel = 1.0 / vec2(textureSize(glyph, 0));
vec2 texco = abs(texCoord_interp);
// modulate input alpha & texture alpha
if (texCoord_interp.x > 0) {
fragColor.a = texture(glyph, texco).r;
}
else {
fragColor.a = 0.0;
if (texCoord_interp.y > 0) {
/* 3x3 blur */
/* Manual unroll for perf. (stupid glsl compiler) */
fragColor.a += sample_glyph_offset(texco, texel, offsets4[0]);
fragColor.a += sample_glyph_offset(texco, texel, offsets4[1]);
fragColor.a += sample_glyph_offset(texco, texel, offsets4[2]);
fragColor.a += sample_glyph_offset(texco, texel, offsets4[3]);
fragColor.a *= (1.0 / 4.0);
}
else {
/* 5x5 blur */
/* Manual unroll for perf. (stupid glsl compiler) */
fragColor.a += sample_glyph_offset(texco, texel, offsets16[0]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[1]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[2]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[3]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[4]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[5]) * 2.0;
fragColor.a += sample_glyph_offset(texco, texel, offsets16[6]) * 2.0;
fragColor.a += sample_glyph_offset(texco, texel, offsets16[7]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[8]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[9]) * 2.0;
fragColor.a += sample_glyph_offset(texco, texel, offsets16[10]) * 2.0;
fragColor.a += sample_glyph_offset(texco, texel, offsets16[11]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[12]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[13]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[14]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[15]);
fragColor.a *= (1.0 / 20.0);
}
}
fragColor.a *= color_flat.a;
}