[Bf-blender-cvs] [a54cc2acd2f] tmp-gpu-shader-descriptor-2: Added #ifndefs in all builtin shaders.
Jeroen Bakker
noreply at git.blender.org
Fri Jan 7 14:30:07 CET 2022
Commit: a54cc2acd2f43d91cc1dbbaf1fbdc5397d235760
Author: Jeroen Bakker
Date: Fri Jan 7 14:29:35 2022 +0100
Branches: tmp-gpu-shader-descriptor-2
https://developer.blender.org/rBa54cc2acd2f43d91cc1dbbaf1fbdc5397d235760
Added #ifndefs in all builtin shaders.
===================================================================
M source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl
M source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl
M source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_edituvs_facedots_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_edituvs_faces_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_edituvs_stretch_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl
M source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
M source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_frag.glsl
M source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl
M source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl
M source/blender/gpu/shaders/gpu_shader_colorspace_lib.glsl
M source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl
M source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
M source/blender/gpu/shaders/gpu_shader_flat_id_frag.glsl
M source/blender/gpu/shaders/gpu_shader_geometry.glsl
M source/blender/gpu/shaders/gpu_shader_gpencil_stroke_frag.glsl
M source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl
M source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl
M source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl
M source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
M source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl
M source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
M source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
M source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl
M source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
M source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl
===================================================================
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl
index 56da7a7ff74..4ebcb9c397f 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl
@@ -1,9 +1,11 @@
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform vec4 color;
uniform float scale;
in vec2 uv;
out vec4 fragColor;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
index d20ddcd27c0..c6f01d68eee 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
@@ -1,4 +1,4 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform vec4 rect;
@@ -8,6 +8,7 @@ uniform float scale;
in vec2 pos;
out vec2 uv;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl
index 108fc85c4a5..83bff8c781f 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl
@@ -1,17 +1,18 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform float dashWidth;
-#ifdef SMOOTH_COLOR
+# ifdef SMOOTH_COLOR
noperspective in vec4 finalColor;
-#else
+# else
flat in vec4 finalColor;
-#endif
+# endif
noperspective in vec2 stipple_pos;
flat in vec2 stipple_start;
out vec4 fragColor;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl
index 69fe5c93a61..46ca9ba1282 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_vert.glsl
@@ -1,4 +1,4 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform vec4 edgeColor;
uniform vec4 selectColor;
@@ -6,14 +6,15 @@ uniform vec4 selectColor;
in vec2 pos;
in int flag;
-#ifdef SMOOTH_COLOR
+# ifdef SMOOTH_COLOR
noperspective out vec4 finalColor;
-#else
+# else
flat out vec4 finalColor;
-#endif
+# endif
noperspective out vec2 stipple_pos;
flat out vec2 stipple_start;
+#endif
/* TODO: Port drawing to draw manager and
* remove constants duplications. */
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_facedots_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_facedots_vert.glsl
index 7a94fc088c4..e022ba6df54 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_facedots_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_facedots_vert.glsl
@@ -1,4 +1,4 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform vec4 vertColor;
uniform vec4 selectColor;
@@ -7,6 +7,7 @@ in vec2 pos;
in int flag;
out vec4 finalColor;
+#endif
/* TODO: Port drawing to draw manager and
* remove constants duplications. */
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_faces_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_faces_vert.glsl
index 6fc41271cf5..c72a65a3df5 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_faces_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_faces_vert.glsl
@@ -1,4 +1,4 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform vec4 faceColor;
uniform vec4 selectColor;
@@ -8,6 +8,7 @@ in vec2 pos;
in int flag;
flat out vec4 finalColor;
+#endif
/* TODO: Port drawing to draw manager and
* remove constants duplications. */
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl
index bec565be1df..a036cdcb906 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_points_vert.glsl
@@ -1,4 +1,4 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform vec4 vertColor;
uniform vec4 selectColor;
@@ -12,6 +12,7 @@ in int flag;
out vec4 fillColor;
out vec4 outlineColor;
out vec4 radii;
+#endif
/* TODO: Port drawing to draw manager and
* remove constants duplications. */
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_stretch_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_stretch_vert.glsl
index 3254a7e1508..3ad9b906e23 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_stretch_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_stretch_vert.glsl
@@ -1,21 +1,22 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform vec2 aspect;
in vec2 pos;
-#ifdef STRETCH_ANGLE
+# ifdef STRETCH_ANGLE
in vec2 uv_angles;
in float angle;
-#else
+# else
in float ratio;
uniform float totalAreaRatio;
uniform float totalAreaRatioInv;
-#endif
+# endif
noperspective out vec4 finalColor;
+#endif
vec3 weight_to_rgb(float weight)
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
index bdc0d37a7ae..f4d8a941a6d 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
@@ -4,7 +4,8 @@
*/
/* Same as ICON_DRAW_CACHE_SIZE */
-#define MAX_CALLS 16
+#ifndef USE_GPU_SHADER_CREATE_INFO
+# define MAX_CALLS 16
uniform vec4 calls_data[MAX_CALLS * 3];
@@ -12,6 +13,7 @@ out vec2 texCoord_interp;
flat out vec4 finalColor;
in vec2 pos;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl
index 134a7d00127..c4d56579b18 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl
@@ -1,4 +1,4 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
in float colorGradient;
in vec4 finalColor;
in float lineU;
@@ -8,6 +8,7 @@ flat in float dashAlpha;
flat in int isMainLine;
out vec4 fragColor;
+#endif
#define DASH_WIDTH 10.0
#define ANTIALIAS 1.0
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
index 8325568988c..ff48d32685b 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
@@ -4,13 +4,15 @@
#define MID_VERTEX 65
+#ifndef USE_GPU_SHADER_CREATE_INFO
+
/* u is position along the curve, defining the tangent space.
* v is "signed" distance (compressed to [0..1] range) from the pos in expand direction */
in vec2 uv;
in vec2 pos; /* verts position in the curve tangent space */
in vec2 expand;
-#ifdef USE_INSTANCE
+# ifdef USE_INSTANCE
/* Instance attrs. */
in vec2 P0;
in vec2 P1;
@@ -27,20 +29,20 @@ in float dash_alpha;
uniform vec4 colors[6];
-# define colStart (colid_doarrow[0] < 3 ? start_color : colors[colid_doarrow[0]])
-# define colEnd (colid_doarrow[1] < 3 ? end_color : colors[colid_doarrow[1]])
-# define colShadow colors[colid_doarrow[2]]
-# define doArrow (colid_doarrow[3] != 0)
-# define doMuted (domuted[0] != 0)
+# define colStart (colid_doarrow[0] < 3 ? start_color : colors[colid_doarrow[0]])
+# define colEnd (colid_doarrow[1] < 3 ? end_color : colors[colid_doarrow[1]])
+# define colShadow colors[colid_doarrow[2]]
+# define doArrow (colid_doarrow[3] != 0)
+# define doMuted (domuted[0] != 0)
-#else
+# else
/* Single curve drawcall, use uniform. */
uniform vec2 bezierPts[4];
-# define P0 bezierPts[0]
-# define P1 bezierPts[1]
-# define P2 bezierPts[2]
-# define P3 bezierPts[3]
+# define P0 bezierPts[0]
+# define P1 bezierPts[1]
+# define P2 bezierPts[2]
+# define P3 bezierPts[3]
uniform vec4 colors[3];
uniform bool doArrow;
@@ -50,11 +52,11 @@ uniform float thickness;
uniform float dash_factor;
uniform float dash_alpha;
-# define colShadow colors[0]
-# define colStart colors[1]
-# define colEnd colors[2]
+# define colShadow colors[0]
+# define colStart colors[1]
+# define colEnd colors[2]
-#endif
+# endif
uniform float expandSize;
uniform float arrowSize;
@@ -67,6 +69,7 @@ flat out float lineLength;
flat out float dashFactor;
flat out float dashAlpha;
flat out int isMainLine;
+#endif
/* Define where along the noodle the gradient will starts and ends.
* Use 0.25 instead of 0.35-0.65, because of a visual shift issue. */
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
index 1453393aa9f..f2b6aa1f12c 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
@@ -1,9 +1,11 @@
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform float size;
in vec2 pos;
out vec2 radii;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
index 5c555b2d3e7..5d97fca1116 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
@@ -1,10 +1,11 @@
-
+#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform float size;
uniform float outlineWidth;
in vec2 pos;
out vec4 radii;
+#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl
index 3eec271913a..5aa2e89a92c 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_point
@@ Diff output truncated at 10240 characters. @@
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