diff options
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl | 53 |
1 files changed, 53 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl new file mode 100644 index 00000000000..2a00160836b --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/edit_mesh_normal_vert.glsl @@ -0,0 +1,53 @@ + +uniform float normalSize; +uniform sampler2D depthTex; +uniform float alpha = 1.0; + +in vec3 pos; +in vec3 lnor; +in vec3 vnor; +in vec4 norAndFlag; + +flat out vec4 finalColor; + +bool test_occlusion() +{ + vec3 ndc = (gl_Position.xyz / gl_Position.w) * 0.5 + 0.5; + return (ndc.z - 0.00035) > texture(depthTex, ndc.xy).r; +} + +void main() +{ + GPU_INTEL_VERTEX_SHADER_WORKAROUND + + vec3 nor; + /* Select the right normal by cheking if the generic attrib is used. */ + if (!all(equal(lnor, vec3(0)))) { + nor = lnor; + finalColor = colorLNormal; + } + else if (!all(equal(vnor, vec3(0)))) { + nor = vnor; + finalColor = colorVNormal; + } + else { + nor = norAndFlag.xyz; + finalColor = colorNormal; + } + + vec3 n = normalize(normal_object_to_world(nor)); + + vec3 world_pos = point_object_to_world(pos); + + if (gl_VertexID == 0) { + world_pos += n * normalSize; + } + + gl_Position = point_world_to_ndc(world_pos); + + finalColor.a *= (test_occlusion()) ? alpha : 1.0; + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(world_pos); +#endif +} |