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blender-archive/source/blender/gpu/shaders/gpu_shader_3D_polyline_frag.glsl
Jason Fielder 18b45aabf9 Metal: GLSL shader compatibility changes for global uniform and interface name collision.
For the Metal shader translation support for shader-global uniforms are remapped via macro's, and in such cases where a uniform name matches a vertex attribute name, compilation errors will occur due to this injected syntax being incompatible with the immediate code.

Also adding source-level function interface alternatives where sized arrays are passed in. These are not supported directly in Metal shading language and are instead handled as pointers. These pointers require explicit address-space qualifiers in some cases, if device/constant address space memory is passed into the function.

Ref T96261

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D15898
2022-09-22 17:53:56 +02:00

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349 B
GLSL

#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
void main()
{
#ifdef CLIP
if (interp.clip < 0.0) {
discard;
}
#endif
fragColor = interp.final_color;
if (lineSmooth) {
fragColor.a *= clamp((lineWidth + SMOOTH_WIDTH) * 0.5 - abs(interp.smoothline), 0.0, 1.0);
}
fragColor = blender_srgb_to_framebuffer_space(fragColor);
}