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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl48
1 files changed, 48 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl
new file mode 100644
index 00000000000..cd9368a997a
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl
@@ -0,0 +1,48 @@
+
+/* ---- Instantiated Attrs ---- */
+in vec3 pos;
+in vec3 snor;
+
+/* ---- Per instance Attrs ---- */
+in vec4 color;
+in mat4 inst_obmat;
+
+out vec4 pPos;
+out vec3 vPos;
+out vec2 ssPos;
+out vec2 ssNor;
+out vec4 vColSize;
+
+/* project to screen space */
+vec2 proj(vec4 pos)
+{
+ return (0.5 * (pos.xy / pos.w) + 0.5) * sizeViewport.xy;
+}
+
+void main()
+{
+ vec4 bone_color, state_color;
+ mat4 model_mat = extract_matrix_packed_data(inst_obmat, state_color, bone_color);
+
+ vec4 worldPosition = model_mat * vec4(pos, 1.0);
+ vec4 viewpos = ViewMatrix * worldPosition;
+
+ vPos = viewpos.xyz;
+ pPos = ProjectionMatrix * viewpos;
+
+ /* This is slow and run per vertex, but it's still faster than
+ * doing it per instance on CPU and sending it on via instance attribute. */
+ mat3 normal_mat = transpose(inverse(mat3(model_mat)));
+ /* TODO FIX: there is still a problem with this vector
+ * when the bone is scaled or in persp mode. But it's
+ * barelly visible at the outline corners. */
+ ssNor = normalize(normal_world_to_view(normal_mat * snor).xy);
+
+ ssPos = proj(pPos);
+
+ vColSize = bone_color;
+
+#ifdef USE_WORLD_CLIP_PLANES
+ world_clip_planes_calc_clip_distance(worldPosition.xyz);
+#endif
+}