diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2022-03-29 11:49:49 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-03-30 16:50:06 +0300 |
commit | 9b9fda2122ae38ae6f92f31a21674c55a5a52295 (patch) | |
tree | 31ac693fb868361006222922baed899c072860f5 /source/blender/draw/engines/overlay/shaders/armature_shape_outline_geom.glsl | |
parent | 883326040ec20a8289e619446147792f62e6aa32 (diff) |
Overlay: Port Armature shader to ShaderCreateInfo
Should have no regression.
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/armature_shape_outline_geom.glsl')
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/armature_shape_outline_geom.glsl | 54 |
1 files changed, 19 insertions, 35 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/armature_shape_outline_geom.glsl b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_geom.glsl index a2a478f400b..47c5dada708 100644 --- a/source/blender/draw/engines/overlay/shaders/armature_shape_outline_geom.glsl +++ b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_geom.glsl @@ -1,28 +1,16 @@ -layout(lines_adjacency) in; -layout(line_strip, max_vertices = 2) out; - -in vec4 pPos[]; -in vec3 vPos[]; -in vec2 ssPos[]; -in vec2 ssNor[]; -in vec4 vColSize[]; -in int inverted[]; - -flat out vec4 finalColor; -flat out vec2 edgeStart; -noperspective out vec2 edgePos; +#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) void main(void) { - finalColor = vec4(vColSize[0].rgb, 1.0); + finalColor = vec4(geom_in[0].vColSize.rgb, 1.0); bool is_persp = (ProjectionMatrix[3][3] == 0.0); - vec3 view_vec = (is_persp) ? normalize(vPos[1]) : vec3(0.0, 0.0, -1.0); - vec3 v10 = vPos[0] - vPos[1]; - vec3 v12 = vPos[2] - vPos[1]; - vec3 v13 = vPos[3] - vPos[1]; + vec3 view_vec = (is_persp) ? normalize(geom_in[1].vPos) : vec3(0.0, 0.0, -1.0); + vec3 v10 = geom_in[0].vPos - geom_in[1].vPos; + vec3 v12 = geom_in[2].vPos - geom_in[1].vPos; + vec3 v13 = geom_in[3].vPos - geom_in[1].vPos; vec3 n0 = cross(v12, v10); vec3 n3 = cross(v13, v12); @@ -40,13 +28,13 @@ void main(void) } } - n0 = (inverted[0] == 1) ? -n0 : n0; + n0 = (geom_in[0].inverted == 1) ? -n0 : n0; /* Don't outline if concave edge. */ if (dot(n0, v13) > 0.0001) { return; } - vec2 perp = normalize(ssPos[2] - ssPos[1]); + vec2 perp = normalize(geom_in[2].ssPos - geom_in[1].ssPos); vec2 edge_dir = vec2(-perp.y, perp.x); vec2 hidden_point; @@ -55,37 +43,33 @@ void main(void) * If the chosen point is parallel to the edge in screen space, * choose the other point anyway. * This fixes some issue with cubes in orthographic views. */ - if (vPos[0].z < vPos[3].z) { - hidden_point = (abs(fac0) > 1e-5) ? ssPos[0] : ssPos[3]; + if (geom_in[0].vPos.z < geom_in[3].vPos.z) { + hidden_point = (abs(fac0) > 1e-5) ? geom_in[0].ssPos : geom_in[3].ssPos; } else { - hidden_point = (abs(fac3) > 1e-5) ? ssPos[3] : ssPos[0]; + hidden_point = (abs(fac3) > 1e-5) ? geom_in[3].ssPos : geom_in[0].ssPos; } - vec2 hidden_dir = normalize(hidden_point - ssPos[1]); + vec2 hidden_dir = normalize(hidden_point - geom_in[1].ssPos); float fac = dot(-hidden_dir, edge_dir); edge_dir *= (fac < 0.0) ? -1.0 : 1.0; - gl_Position = pPos[1]; + gl_Position = geom_in[1].pPos; /* Offset away from the center to avoid overlap with solid shape. */ - gl_Position.xy += (edge_dir - perp) * sizeViewportInv.xy * gl_Position.w; + gl_Position.xy += (edge_dir - perp) * drw_view.viewport_size_inverse * gl_Position.w; /* Improve AA bleeding inside bone silhouette. */ gl_Position.z -= (is_persp) ? 1e-4 : 1e-6; - edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy; -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance); -#endif + edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport; + view_clipping_distances_set(gl_in[1]); EmitVertex(); - gl_Position = pPos[2]; + gl_Position = geom_in[2].pPos; /* Offset away from the center to avoid overlap with solid shape. */ - gl_Position.xy += (edge_dir + perp) * sizeViewportInv.xy * gl_Position.w; + gl_Position.xy += (edge_dir + perp) * drw_view.viewport_size_inverse * gl_Position.w; /* Improve AA bleeding inside bone silhouette. */ gl_Position.z -= (is_persp) ? 1e-4 : 1e-6; edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy; -#ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_set_clip_distance(gl_in[2].gl_ClipDistance); -#endif + view_clipping_distances_set(gl_in[2]); EmitVertex(); EndPrimitive(); |