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source/blender/draw/engines/gpencil/shaders/gpencil_swirl_frag.glsl
- This file was added.
| uniform mat4 ProjectionMatrix; | |||||
| uniform mat4 ViewMatrix; | |||||
| uniform sampler2D strokeColor; | |||||
| uniform sampler2D strokeDepth; | |||||
| uniform vec2 Viewport; | |||||
| uniform vec3 loc; | |||||
| uniform float radius; | |||||
| uniform float angle; | |||||
| uniform int transparent; | |||||
| uniform float pixsize; /* rv3d->pixsize */ | |||||
| uniform float pixelsize; /* U.pixelsize */ | |||||
| uniform float pixfactor; | |||||
| out vec4 FragColor; | |||||
| float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor); | |||||
| /* project 3d point to 2d on screen space */ | |||||
| vec2 toScreenSpace(vec4 vertex) | |||||
| { | |||||
| /* need to calculate ndc because this is not done by vertex shader */ | |||||
| vec3 ndc = vec3(vertex).xyz / vertex.w; | |||||
| vec2 sc; | |||||
| sc.x = ((ndc.x + 1.0) / 2.0) * Viewport.x; | |||||
| sc.y = ((ndc.y + 1.0) / 2.0) * Viewport.y; | |||||
| return sc; | |||||
| } | |||||
| /* This swirl shader is a modified version of original Geeks3d.com code */ | |||||
| void main() | |||||
| { | |||||
| vec2 uv = vec2(gl_FragCoord.xy); | |||||
| float stroke_depth; | |||||
| vec4 outcolor; | |||||
| vec4 center3d = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0); | |||||
| vec2 center = toScreenSpace(center3d); | |||||
| vec2 tc = uv - center; | |||||
| float dist = length(tc); | |||||
| float pxradius = (ProjectionMatrix[3][3] == 0.0) ? (radius / (loc.z * defaultpixsize)) : (radius / defaultpixsize); | |||||
| pxradius = max(pxradius, 1); | |||||
| if (dist <= pxradius) { | |||||
| float percent = (pxradius - dist) / pxradius; | |||||
| float theta = percent * percent * angle * 8.0; | |||||
| float s = sin(theta); | |||||
| float c = cos(theta); | |||||
| tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c))); | |||||
| tc += center; | |||||
| stroke_depth = texelFetch(strokeDepth, ivec2(tc), 0).r; | |||||
| outcolor = texelFetch(strokeColor, ivec2(tc), 0); | |||||
| } | |||||
| else { | |||||
| if (transparent == 1) { | |||||
| discard; | |||||
| } | |||||
| stroke_depth = texelFetch(strokeDepth, ivec2(uv), 0).r; | |||||
| outcolor = texelFetch(strokeColor, ivec2(uv), 0); | |||||
| } | |||||
| gl_FragDepth = stroke_depth; | |||||
| FragColor = outcolor; | |||||
| } | |||||