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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/outline_prepass_frag.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/outline_prepass_frag.glsl38
1 files changed, 37 insertions, 1 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/outline_prepass_frag.glsl b/source/blender/draw/engines/overlay/shaders/outline_prepass_frag.glsl
index f6e3724eb51..85f79e94263 100644
--- a/source/blender/draw/engines/overlay/shaders/outline_prepass_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/outline_prepass_frag.glsl
@@ -1,10 +1,46 @@
+uniform vec4 gpDepthPlane;
+
flat in uint objectId;
/* using uint because 16bit uint can contain more ids than int. */
out uint outId;
+vec3 ray_plane_intersection(vec3 ray_ori, vec3 ray_dir, vec4 plane)
+{
+ float d = dot(plane.xyz, ray_dir);
+ vec3 plane_co = plane.xyz * (-plane.w / dot(plane.xyz, plane.xyz));
+ vec3 h = ray_ori - plane_co;
+ float lambda = -dot(plane.xyz, h) / ((abs(d) < 1e-8) ? 1e-8 : d);
+ return ray_ori + ray_dir * lambda;
+}
+
void main()
{
- outId = objectId;
+#ifdef USE_GPENCIL
+ if (stroke_round_cap_mask(strokePt1, strokePt2, strokeAspect, strokeThickness, strokeHardeness) <
+ 0.001) {
+ discard;
+ }
+
+ if (depth != -1.0) {
+ /* Stroke order 2D. */
+ bool is_persp = ProjectionMatrix[3][3] == 0.0;
+ vec2 uvs = vec2(gl_FragCoord.xy) * sizeViewportInv;
+ vec3 pos_ndc = vec3(uvs, gl_FragCoord.z) * 2.0 - 1.0;
+ vec4 pos_world = ViewProjectionMatrixInverse * vec4(pos_ndc, 1.0);
+ vec3 pos = pos_world.xyz / pos_world.w;
+
+ vec3 ray_ori = pos;
+ vec3 ray_dir = (is_persp) ? (ViewMatrixInverse[3].xyz - pos) : ViewMatrixInverse[2].xyz;
+ vec3 isect = ray_plane_intersection(ray_ori, ray_dir, gpDepthPlane);
+ vec4 ndc = point_world_to_ndc(isect);
+ gl_FragDepth = (ndc.z / ndc.w) * 0.5 + 0.5;
+ }
+ else {
+ gl_FragDepth = gl_FragCoord.z;
+ }
+#endif
+
+ outId = uint(objectId);
}