Commit: 61ca73ea102dce9d525168ece499ac54e862f198
Author: Mike Erwin
Date:   Sun Oct 16 18:43:24 2016 -0400
Branches: blender2.8
https://developer.blender.org/rB61ca73ea102dce9d525168ece499ac54e862f198

OpenGL: new built-in shader for smooth round 3D points w/ outline

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

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_3D_point_uniform_size_outline_smooth_vert.glsl

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

diff --git a/source/blender/gpu/CMakeLists.txt 
b/source/blender/gpu/CMakeLists.txt
index 904e682..b2a7c78 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -149,6 +149,7 @@ 
data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC)
 
data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl 
SRC)
 data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_vert.glsl SRC)
 
data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
 SRC)
+data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_smooth_vert.glsl
 SRC)
 
data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
 SRC)
 data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_smooth_vert.glsl SRC)
 
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_smooth_vert.glsl
 SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 2256838..d52a0a2 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -112,6 +112,7 @@ typedef enum GPUBuiltinShader {
        GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR,
        GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR,
        GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
+       GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH,
        GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
        GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
 } GPUBuiltinShader;
diff --git a/source/blender/gpu/intern/gpu_shader.c 
b/source/blender/gpu/intern/gpu_shader.c
index e57d137..4641354 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -69,6 +69,7 @@ extern char 
datatoc_gpu_shader_point_varying_color_frag_glsl[];
 extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
 extern char datatoc_gpu_shader_3D_point_varying_size_vert_glsl[];
 extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
+extern char 
datatoc_gpu_shader_3D_point_uniform_size_outline_smooth_vert_glsl[];
 extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
 extern char datatoc_gpu_shader_2D_point_uniform_size_smooth_vert_glsl[];
 extern char 
datatoc_gpu_shader_2D_point_uniform_size_outline_smooth_vert_glsl[];
@@ -126,6 +127,7 @@ static struct GPUShadersGlobal {
                GPUShader *point_fixed_size_varying_color_3D;
                GPUShader *point_varying_size_uniform_color_3D;
                GPUShader *point_varying_size_varying_color_3D;
+               GPUShader *point_uniform_size_uniform_color_outline_smooth_3D;
        } shaders;
 } GG = {{NULL}};
 
@@ -793,6 +795,14 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader 
shader)
                                        NULL, NULL, NULL, 0, 0, 0);
                        retval = GG.shaders.point_varying_size_varying_color_3D;
                        break;
+               case 
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH:
+                       if 
(!GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D)
+                               
GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D = 
GPU_shader_create(
+                                       
datatoc_gpu_shader_3D_point_uniform_size_outline_smooth_vert_glsl,
+                                       
datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl,
+                                       NULL, NULL, NULL, 0, 0, 0);
+                       retval = 
GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D;
+                       break;
        }
 
        if (retval == NULL)
@@ -992,6 +1002,11 @@ void GPU_shader_free_builtin_shaders(void)
                GG.shaders.point_varying_size_varying_color_3D = NULL;
        }
 
+       if (GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D) {
+               
GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D);
+               GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D = 
NULL;
+       }
+
        for (int i = 0; i < 2 * MAX_FX_SHADERS; ++i) {
                if (GG.shaders.fx_shaders[i]) {
                        GPU_shader_free(GG.shaders.fx_shaders[i]);
diff --git 
a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_smooth_vert.glsl
 
b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_smooth_vert.glsl
new file mode 100644
index 0000000..d059200
--- /dev/null
+++ 
b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_smooth_vert.glsl
@@ -0,0 +1,29 @@
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform float size;
+uniform float outlineWidth;
+
+#if __VERSION__ == 120
+  attribute vec3 pos;
+  varying vec4 radii;
+#else
+  in vec3 pos;
+  out vec4 radii;
+#endif
+
+void main() {
+       gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+       gl_PointSize = size;
+
+       // calculate concentric radii in pixels
+       float radius = 0.5 * size;
+
+       // start at the outside and progress toward the center
+       radii[0] = radius;
+       radii[1] = radius - 1.0;
+       radii[2] = radius - outlineWidth;
+       radii[3] = radius - outlineWidth - 1.0;
+
+       // convert to PointCoord units
+       radii /= size;
+}

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