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Diffstat (limited to 'source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl')
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl150
1 files changed, 75 insertions, 75 deletions
diff --git a/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl b/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl
index 0fdd874f1fd..54315863a2e 100644
--- a/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl
+++ b/source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl
@@ -15,104 +15,104 @@ uniform float lineThickness = 2.0;
vec2 compute_dir(vec2 v0, vec2 v1)
{
- vec2 dir = normalize(v1 - v0);
- dir = vec2(-dir.y, dir.x);
- return dir;
+ vec2 dir = normalize(v1 - v0);
+ dir = vec2(-dir.y, dir.x);
+ return dir;
}
void emit_edge(vec2 edge_dir, vec2 hidden_dir, vec2 thick, bool is_persp)
{
- float fac = dot(-hidden_dir, edge_dir);
- edge_dir *= (fac < 0.0) ? -1.0 : 1.0;
+ float fac = dot(-hidden_dir, edge_dir);
+ edge_dir *= (fac < 0.0) ? -1.0 : 1.0;
- vec2 t = thick * (is_persp ? abs(vPos[1].z) : 1.0);
- gl_Position = pPos[1];
+ vec2 t = thick * (is_persp ? abs(vPos[1].z) : 1.0);
+ gl_Position = pPos[1];
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
+ world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
#endif
- EmitVertex();
- gl_Position.xy += t * edge_dir;
+ EmitVertex();
+ gl_Position.xy += t * edge_dir;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
+ world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
#endif
- EmitVertex();
+ EmitVertex();
- t = thick * (is_persp ? abs(vPos[2].z) : 1.0);
- gl_Position = pPos[2];
+ t = thick * (is_persp ? abs(vPos[2].z) : 1.0);
+ gl_Position = pPos[2];
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[2].gl_ClipDistance);
+ world_clip_planes_set_clip_distance(gl_in[2].gl_ClipDistance);
#endif
- EmitVertex();
- gl_Position.xy += t * edge_dir;
+ EmitVertex();
+ gl_Position.xy += t * edge_dir;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[2].gl_ClipDistance);
+ world_clip_planes_set_clip_distance(gl_in[2].gl_ClipDistance);
#endif
- EmitVertex();
+ EmitVertex();
}
void emit_corner(const int e, vec2 thick, bool is_persp)
{
- vec2 corner_dir = ssNor[e];
- vec2 t = thick * (is_persp ? abs(vPos[e].z) : 1.0);
+ vec2 corner_dir = ssNor[e];
+ vec2 t = thick * (is_persp ? abs(vPos[e].z) : 1.0);
- gl_Position = pPos[e] + vec4(t * corner_dir, 0.0, 0.0);
+ gl_Position = pPos[e] + vec4(t * corner_dir, 0.0, 0.0);
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[e].gl_ClipDistance);
+ world_clip_planes_set_clip_distance(gl_in[e].gl_ClipDistance);
#endif
- EmitVertex();
+ EmitVertex();
}
void main(void)
{
- finalColor = vec4(vColSize[0].rgb, 1.0);
-
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
-
- vec3 view_vec = (is_persp) ? normalize(vPos[1]) : vec3(0.0, 0.0, -1.0);
- vec3 v10 = vPos[0] - vPos[1];
- vec3 v12 = vPos[2] - vPos[1];
- vec3 v13 = vPos[3] - vPos[1];
-
- vec3 n0 = cross(v12, v10);
- vec3 n3 = cross(v13, v12);
-
- float fac0 = dot(view_vec, n0);
- float fac3 = dot(view_vec, n3);
-
- /* If one of the face is perpendicular to the view,
- * consider it and outline edge. */
- if (abs(fac0) > 1e-5 && abs(fac3) > 1e-5) {
- /* 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. */
- if (dot(n0, v13) > 0.0001) {
- return;
- }
-
- vec2 thick = vColSize[0].w * (lineThickness / viewportSize);
- vec2 edge_dir = compute_dir(ssPos[1], ssPos[2]);
-
- vec2 hidden_point;
- /* Take the farthest point to compute edge direction
- * (avoid problems with point behind near plane).
- * If the chosen point is parallel to the edge in screen space,
- * choose the other point anyway.
- * This fixes some issue with cubes in orthographic views.*/
- if (vPos[0].z < vPos[3].z) {
- hidden_point = (abs(fac0) > 1e-5) ? ssPos[0] : ssPos[3];
- }
- else {
- hidden_point = (abs(fac3) > 1e-5) ? ssPos[3] : ssPos[0];
- }
- vec2 hidden_dir = normalize(hidden_point - ssPos[1]);
-
- emit_corner(1, thick, is_persp);
- emit_edge(edge_dir, hidden_dir, thick, is_persp);
- emit_corner(2, thick, is_persp);
- EndPrimitive();
+ finalColor = vec4(vColSize[0].rgb, 1.0);
+
+ bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+
+ vec3 view_vec = (is_persp) ? normalize(vPos[1]) : vec3(0.0, 0.0, -1.0);
+ vec3 v10 = vPos[0] - vPos[1];
+ vec3 v12 = vPos[2] - vPos[1];
+ vec3 v13 = vPos[3] - vPos[1];
+
+ vec3 n0 = cross(v12, v10);
+ vec3 n3 = cross(v13, v12);
+
+ float fac0 = dot(view_vec, n0);
+ float fac3 = dot(view_vec, n3);
+
+ /* If one of the face is perpendicular to the view,
+ * consider it and outline edge. */
+ if (abs(fac0) > 1e-5 && abs(fac3) > 1e-5) {
+ /* 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. */
+ if (dot(n0, v13) > 0.0001) {
+ return;
+ }
+
+ vec2 thick = vColSize[0].w * (lineThickness / viewportSize);
+ vec2 edge_dir = compute_dir(ssPos[1], ssPos[2]);
+
+ vec2 hidden_point;
+ /* Take the farthest point to compute edge direction
+ * (avoid problems with point behind near plane).
+ * If the chosen point is parallel to the edge in screen space,
+ * choose the other point anyway.
+ * This fixes some issue with cubes in orthographic views.*/
+ if (vPos[0].z < vPos[3].z) {
+ hidden_point = (abs(fac0) > 1e-5) ? ssPos[0] : ssPos[3];
+ }
+ else {
+ hidden_point = (abs(fac3) > 1e-5) ? ssPos[3] : ssPos[0];
+ }
+ vec2 hidden_dir = normalize(hidden_point - ssPos[1]);
+
+ emit_corner(1, thick, is_persp);
+ emit_edge(edge_dir, hidden_dir, thick, is_persp);
+ emit_corner(2, thick, is_persp);
+ EndPrimitive();
}