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Diffstat (limited to 'source/blender/draw/intern/shaders/common_pointcloud_lib.glsl')
-rw-r--r--source/blender/draw/intern/shaders/common_pointcloud_lib.glsl27
1 files changed, 21 insertions, 6 deletions
diff --git a/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl
index 7545d7c89f3..76b69c12d26 100644
--- a/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl
@@ -9,14 +9,29 @@ in vec4 pos; /* Position and radius. */
in vec3 pos_inst;
in vec3 nor;
-/* Return object position. */
-vec3 pointcloud_get_pos(void)
+mat3 pointcloud_get_facing_matrix(vec3 p)
{
- return pos.xyz + pos_inst * pos.w;
+ mat3 facing_mat;
+ facing_mat[2] = normalize(ViewMatrixInverse[3].xyz - p);
+ facing_mat[1] = normalize(cross(ViewMatrixInverse[0].xyz, facing_mat[2]));
+ facing_mat[0] = cross(facing_mat[1], facing_mat[2]);
+ return facing_mat;
}
-/* Return object Normal. */
-vec3 pointcloud_get_nor(void)
+/* Return world position and normal. */
+void pointcloud_get_pos_and_nor(out vec3 outpos, out vec3 outnor)
{
- return nor;
+ vec3 p = point_object_to_world(pos.xyz);
+ mat3 facing_mat = pointcloud_get_facing_matrix(p);
+
+ float radius = dot(abs(mat3(ModelMatrix) * pos.www), vec3(1.0 / 3.0));
+ outpos = p + (facing_mat * pos_inst) * radius;
+ outnor = facing_mat * nor;
}
+
+vec3 pointcloud_get_pos(void)
+{
+ vec3 outpos, outnor;
+ pointcloud_get_pos_and_nor(outpos, outnor);
+ return outpos;
+} \ No newline at end of file