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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.glsl54
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();