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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl37
1 files changed, 37 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl
new file mode 100644
index 00000000000..91eb6265192
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl
@@ -0,0 +1,37 @@
+
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+/* 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 world_pos = model_mat * vec4(pos, 1.0);
+ vec4 view_pos = drw_view.viewmat * world_pos;
+
+ geom_in.vPos = view_pos.xyz;
+ geom_in.pPos = drw_view.winmat * view_pos;
+
+ geom_in.inverted = int(dot(cross(model_mat[0].xyz, model_mat[1].xyz), model_mat[2].xyz) < 0.0);
+
+ /* 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
+ * barely visible at the outline corners. */
+ geom_in.ssNor = normalize(normal_world_to_view(normal_mat * snor).xy);
+
+ geom_in.ssPos = proj(geom_in.pPos);
+
+ geom_in.vColSize = bone_color;
+
+ view_clipping_distances(world_pos.xyz);
+}