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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_geom.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_geom.glsl47
1 files changed, 47 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_geom.glsl
new file mode 100644
index 00000000000..8a196620af9
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_geom.glsl
@@ -0,0 +1,47 @@
+
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+void vert_from_gl_in(int v)
+{
+ gl_Position = gl_in[v].gl_Position;
+ interp_out.ob_id = interp_in[v].ob_id;
+ view_clipping_distances_set(gl_in[v]);
+}
+
+void main()
+{
+ bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+
+ vec3 view_vec = (is_persp) ? normalize(vert[1].pos) : vec3(0.0, 0.0, -1.0);
+
+ vec3 v10 = vert[0].pos - vert[1].pos;
+ vec3 v12 = vert[2].pos - vert[1].pos;
+ vec3 v13 = vert[3].pos - vert[1].pos;
+
+ vec3 n0 = cross(v12, v10);
+ vec3 n3 = cross(v13, v12);
+
+ float fac0 = dot(view_vec, n0);
+ float fac3 = dot(view_vec, n3);
+
+ /* If both adjacent verts are facing the camera the same way,
+ * then it isn't an outline edge. */
+ if (sign(fac0) == sign(fac3)) {
+ return;
+ }
+
+ /* Don't outline if concave edge. */
+ /* That would hide a lot of non useful edge but it flickers badly.
+ * TODO: revisit later... */
+ // if (dot(n0, v13) > 0.01)
+ // return;
+
+ vert_from_gl_in(1);
+ EmitVertex();
+
+ vert_from_gl_in(2);
+ EmitVertex();
+
+ EndPrimitive();
+}