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Diffstat (limited to 'source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl')
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl51
1 files changed, 8 insertions, 43 deletions
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
index d020bcc6951..ccdf81bff7d 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
@@ -2,30 +2,14 @@
/* Solid Wirefram implementation
* Mike Erwin, Clément Foucault */
-/* This shader follows the principles of
- * http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf */
-
layout(triangles) in;
-/* This is not perfect. Only a subset of intel gpus are affected.
- * This fix have some performance impact.
- * TODO Refine the range to only affect GPUs. */
-
-#ifdef EDGE_FIX
/* To fix the edge artifacts, we render
* an outline strip around the screenspace
* triangle. Order is important.
* TODO diagram
*/
-
-#ifdef VERTEX_SELECTION
-layout(triangle_strip, max_vertices=23) out;
-#else
-layout(triangle_strip, max_vertices=17) out;
-#endif
-#else
-layout(triangle_strip, max_vertices=3) out;
-#endif
+layout(triangle_strip, max_vertices=15) out;
uniform mat4 ProjectionMatrix;
uniform vec2 viewportSize;
@@ -43,7 +27,8 @@ flat out vec3 edgesCrease;
flat out vec3 edgesBweight;
flat out vec4 faceColor;
flat out ivec3 flag;
-flat out int clipCase;
+
+out vec3 barycentric;
#ifdef VERTEX_SELECTION
out vec3 vertexColor;
#endif
@@ -51,13 +36,6 @@ out vec3 vertexColor;
out float facing;
#endif
-/* See fragment shader */
-flat out vec2 ssPos[3];
-
-#define FACE_ACTIVE (1 << 3)
-#define FACE_SELECTED (1 << 4)
-#define FACE_FREESTYLE (1 << 5)
-
/* project to screen space */
vec2 proj(vec4 pos)
{
@@ -73,8 +51,9 @@ void doVertex(int v)
#ifdef VERTEX_FACING
facing = vFacing[v];
#endif
-
gl_Position = pPos[v];
+ barycentric = vec3(0.0);
+ barycentric[v % 3] = 1.0;
EmitVertex();
}
@@ -84,6 +63,7 @@ void doLoopStrip(int v, vec3 offset)
doVertex(v);
gl_Position.xyz += offset;
+ barycentric = vec3(1.0);
EmitVertex();
}
@@ -115,6 +95,7 @@ void main()
faceColor = colorFace;
/* Vertex */
+ vec2 ssPos[3];
ssPos[0] = proj(pPos[0]);
ssPos[1] = proj(pPos[1]);
ssPos[2] = proj(pPos[2]);
@@ -123,10 +104,8 @@ void main()
doVertex(1);
doVertex(2);
-#ifdef EDGE_FIX
vec2 fixvec[6];
vec2 fixvecaf[6];
- vec2 cornervec[3];
/* This fix the case when 2 vertices are perfectly aligned
* and corner vectors have nowhere to go.
@@ -150,8 +129,6 @@ void main()
vec2 dir = normalize(v2 - v1);
vec2 dir2 = normalize(v3 - v1);
- cornervec[i] = -normalize(dir + dir2);
-
/* perpendicular to dir */
vec2 perp = vec2(-dir.y, dir.x);
@@ -162,7 +139,6 @@ void main()
/* Make it view independent */
perp *= sizeEdgeFix / viewportSize;
- cornervec[i] *= sizeEdgeFix / viewportSize;
fixvec[i] = fixvecaf[i] = perp;
/* Perspective */
@@ -171,7 +147,6 @@ void main()
* our fixvec to be flipped */
fixvec[i] *= -vPos[i].z;
fixvecaf[i] *= -vPos[i1].z;
- cornervec[i] *= -vPos[i].z;
}
}
@@ -195,16 +170,6 @@ void main()
flag[v] &= ~EDGE_EXISTS;
doLoopStrip(vaf, vec3(fixvecaf[v], Z_OFFSET));
- /* corner vertices should not draw edges but draw point only */
- flag[vbe] &= ~EDGE_EXISTS;
-#ifdef VERTEX_SELECTION
- doLoopStrip(vaf, vec3(cornervec[vaf], Z_OFFSET));
-#endif
+ EndPrimitive();
}
-
- /* finish the loop strip */
- doLoopStrip(2, vec3(fixvec[2], Z_OFFSET));
-#endif
-
- EndPrimitive();
}