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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl31
1 files changed, 31 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl
new file mode 100644
index 00000000000..68f7e75673f
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl
@@ -0,0 +1,31 @@
+
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+void main()
+{
+ vec4 bone_color, state_color;
+ mat4 model_mat = extract_matrix_packed_data(inst_obmat, state_color, bone_color);
+
+ /* 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)));
+ vec3 normal = normalize(normal_world_to_view(normal_mat * nor));
+
+ inverted = int(dot(cross(model_mat[0].xyz, model_mat[1].xyz), model_mat[2].xyz) < 0.0);
+
+ /* Do lighting at an angle to avoid flat shading on front facing bone. */
+ const vec3 light = vec3(0.1, 0.1, 0.8);
+ float n = dot(normal, light);
+
+ /* Smooth lighting factor. */
+ const float s = 0.2; /* [0.0-0.5] range */
+ float fac = clamp((n * (1.0 - s)) + s, 0.0, 1.0);
+ finalColor.rgb = mix(state_color.rgb, bone_color.rgb, fac * fac);
+ finalColor.a = 1.0;
+
+ vec4 world_pos = model_mat * vec4(pos, 1.0);
+ gl_Position = drw_view.persmat * world_pos;
+
+ view_clipping_distances(world_pos.xyz);
+}