[Bf-blender-cvs] [45711c3fde] blender2.8: OpenGL immediate mode: new shader image shuffle color

Clément Foucault noreply at git.blender.org
Fri Feb 24 01:29:07 CET 2017


Commit: 45711c3fde183a07810e33bd041aa3b74bd2d066
Author: Clément Foucault
Date:   Fri Feb 24 01:07:40 2017 +0100
Branches: blender2.8
https://developer.blender.org/rB45711c3fde183a07810e33bd041aa3b74bd2d066

OpenGL immediate mode: new shader image shuffle color

new shader to draw an image with one isolated channel

===================================================================

M	source/blender/gpu/CMakeLists.txt
M	source/blender/gpu/GPU_shader.h
M	source/blender/gpu/intern/gpu_shader.c
A	source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl

===================================================================

diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 98c7331e8d..f4627231af 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -143,6 +143,7 @@ data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_shuffle_color_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_image_mask_uniform_color_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 9fe7c7a1c1..57309c2ebd 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -117,6 +117,7 @@ typedef enum GPUBuiltinShader {
 	GPU_SHADER_3D_SMOOTH_COLOR,
 	GPU_SHADER_3D_DEPTH_ONLY,
 	/* basic image drawing */
+	GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR,
 	GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR,
 	GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
 	GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA,
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index e5c1dfb5bc..a9a8a10cc7 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -62,6 +62,7 @@ extern char datatoc_gpu_shader_2D_image_vert_glsl[];
 
 extern char datatoc_gpu_shader_3D_image_vert_glsl[];
 extern char datatoc_gpu_shader_image_color_frag_glsl[];
+extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[];
 extern char datatoc_gpu_shader_image_interlace_frag_glsl[];
 extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
 extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
@@ -690,6 +691,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
 		                                 datatoc_gpu_shader_2D_smooth_color_frag_glsl },
 		[GPU_SHADER_2D_IMAGE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
 		                                datatoc_gpu_shader_image_color_frag_glsl },
+		[GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
+		                                        datatoc_gpu_shader_image_shuffle_color_frag_glsl },
 		[GPU_SHADER_3D_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
 		[GPU_SHADER_3D_FLAT_COLOR] = { datatoc_gpu_shader_3D_flat_color_vert_glsl,
 		                               datatoc_gpu_shader_flat_color_frag_glsl },
diff --git a/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl
new file mode 100644
index 0000000000..fa4f41b79f
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl
@@ -0,0 +1,22 @@
+
+#if __VERSION__ == 120
+  varying vec2 texCoord_interp;
+  #define fragColor gl_FragColor
+#else
+  in vec2 texCoord_interp;
+  out vec4 fragColor;
+  #define texture2D texture
+#endif
+
+uniform sampler2D image;
+uniform vec4 color;
+uniform vec4 shuffle;
+
+void main()
+{
+	vec4 sample = texture2D(image, texCoord_interp);
+	fragColor = vec4(sample.r * shuffle.r +
+	                 sample.g * shuffle.g +
+	                 sample.b * shuffle.b +
+	                 sample.a * shuffle.a) * color;
+}




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