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blender-archive/source/blender/gpu/shaders/gpu_shader_text_vert.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

22 lines
515 B
GLSL

uniform mat4 ModelViewProjectionMatrix;
in vec4 pos; /* rect */
in vec4 tex; /* rect */
in vec4 col;
flat out vec4 color_flat;
noperspective out vec2 texCoord_interp;
void main()
{
/* Quad expension using instanced rendering. */
float x = float(gl_VertexID % 2);
float y = float(gl_VertexID / 2);
vec2 quad = vec2(x, y);
gl_Position = ModelViewProjectionMatrix * vec4(mix(pos.xy, pos.zw, quad), 0.0, 1.0);
texCoord_interp = mix(abs(tex.xy), abs(tex.zw), quad) * sign(tex.xw);
color_flat = col;
}