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authorInes Almeida <britalmeida@gmail.com>2018-10-13 20:49:26 +0300
committerInes Almeida <britalmeida@gmail.com>2018-10-13 20:49:26 +0300
commitab62b7e971ab446c8c286fac305a846f83161e50 (patch)
tree7fd5a67b9653e2e10efee94374e812e76da86a05 /source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
parentcc8424e73324b772621045c1856f9a8869faa859 (diff)
parentdd6bf3f84a9137affbcd8ba0fc957c32b8c0aff7 (diff)
Merge branch 'origin/blender2.8' into temp-ui-layout-2.8temp-ui-layout-2.8
Diffstat (limited to 'source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl')
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl89
1 files changed, 77 insertions, 12 deletions
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
index 7cab2a5035f..8715ab69181 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
@@ -2,38 +2,103 @@
/* Solid Wirefram implementation
* Mike Erwin, Clément Foucault */
-/* This shader follows the principles of
- * http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf */
-
+uniform mat3 NormalMatrix;
+uniform mat4 ProjectionMatrix;
uniform mat4 ModelViewMatrix;
uniform mat4 ModelViewProjectionMatrix;
uniform ivec4 dataMask = ivec4(0xFF);
+uniform float ofs = 1e-5;
+
+uniform isamplerBuffer dataBuffer;
+
in vec3 pos;
+#ifdef VERTEX_FACING
+in vec3 vnor;
+#endif
+
+#ifdef EDGE_FIX
in ivec4 data;
out vec4 vPos;
out vec4 pPos;
out ivec4 vData;
-
-#ifdef VERTEX_FACING
-uniform mat4 ProjectionMatrix;
-uniform mat3 NormalMatrix;
-
-in vec3 vnor;
+# ifdef VERTEX_FACING
out float vFacing;
-#endif
+# endif
void main()
{
vPos = ModelViewMatrix * vec4(pos, 1.0);
pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ pPos.z -= ofs;
vData = data & dataMask;
-#ifdef VERTEX_FACING
+# ifdef VERTEX_FACING
vec3 view_normal = normalize(NormalMatrix * vnor);
vec3 view_vec = (ProjectionMatrix[3][3] == 0.0)
? normalize(vPos.xyz)
: vec3(0.0, 0.0, 1.0);
vFacing = dot(view_vec, view_normal);
-#endif
+# endif
}
+
+#else /* EDGE_FIX */
+
+flat out vec3 edgesCrease;
+flat out vec3 edgesBweight;
+flat out vec4 faceColor;
+flat out ivec3 flag;
+# ifdef VERTEX_SELECTION
+out vec3 vertexColor;
+# endif
+# ifdef VERTEX_FACING
+out float facing;
+# endif
+
+out vec3 barycentric;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ gl_Position.z -= ofs;
+
+ int v_0 = (gl_VertexID / 3) * 3;
+ int vidx = gl_VertexID % 3;
+ barycentric = vec3(0.0);
+ barycentric[vidx] = 1.0;
+
+ /* Edge */
+ ivec4 vData[3], data = ivec4(0);
+ ivec3 eflag;
+ for (int v = 0; v < 3; ++v) {
+ data = texelFetch(dataBuffer, v_0 + v);
+ vData[v] = data & dataMask;
+ flag[v] = eflag[v] = vData[v].y | (vData[v].x << 8);
+ edgesCrease[v] = vData[v].z / 255.0;
+ edgesBweight[v] = vData[v].w / 255.0;
+ }
+
+ /* Face */
+ if ((vData[0].x & FACE_ACTIVE) != 0)
+ faceColor = colorFaceSelect;
+ else if ((vData[0].x & FACE_SELECTED) != 0)
+ faceColor = colorFaceSelect;
+ else if ((vData[0].x & FACE_FREESTYLE) != 0)
+ faceColor = colorFaceFreestyle;
+ else
+ faceColor = colorFace;
+
+# ifdef VERTEX_SELECTION
+ vertexColor = EDIT_MESH_vertex_color(vData[vidx].x).rgb;
+# endif
+# ifdef VERTEX_FACING
+ vec4 vPos = ModelViewMatrix * vec4(pos, 1.0);
+ vec3 view_normal = normalize(NormalMatrix * vnor);
+ vec3 view_vec = (ProjectionMatrix[3][3] == 0.0)
+ ? normalize(vPos.xyz)
+ : vec3(0.0, 0.0, 1.0);
+ facing = dot(view_vec, view_normal);
+# endif
+}
+
+#endif \ No newline at end of file