diff options
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.glsl | 31 |
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); +} |