diff options
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.glsl | 150 |
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(); } |