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Diffstat (limited to 'source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl')
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl150
1 files changed, 67 insertions, 83 deletions
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
index 8b9bcb33fae..2c906412ed2 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
@@ -1,115 +1,99 @@
-/* Solid Wirefram implementation
- * Mike Erwin, Clément Foucault */
-
uniform mat3 NormalMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 ModelViewMatrix;
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
+uniform float faceAlphaMod;
uniform ivec4 dataMask = ivec4(0xFF);
+in ivec4 data;
in vec3 pos;
-#ifdef VERTEX_FACING
+#ifndef FACEDOT
in vec3 vnor;
+#else
+in vec4 norAndFlag;
+# define vnor norAndFlag.xyz
#endif
-#ifdef EDGE_FIX
-in ivec4 data;
+#ifdef EDGE
+flat out vec4 finalColorStipple;
+flat out float base_dist;
+out float dist;
+#endif
-out vec4 pPos;
-out ivec4 vData;
-# ifdef VERTEX_FACING
-out float vFacing;
+#ifdef FLAT
+flat out vec4 finalColor;
+#else
+out vec4 finalColor;
+# ifdef EDGE
+flat out int selectOveride;
# endif
+#endif
void main()
{
- pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
- vData = data & dataMask;
-# ifdef VERTEX_FACING
- vec4 vpos = ModelViewMatrix * vec4(pos, 1.0);
- vec3 view_normal = normalize(NormalMatrix * vnor);
- vec3 view_vec = (ProjectionMatrix[3][3] == 0.0)
- ? normalize(vpos.xyz)
- : vec3(0.0, 0.0, 1.0);
- vFacing = dot(view_vec, view_normal);
-# endif
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
-# ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
-# endif
-}
+ ivec4 m_data = data & dataMask;
-#else /* EDGE_FIX */
-
-/* Consecutive data of the nth vertex.
- * Only valid for first vertex in the triangle.
- * Assuming GL_FRIST_VERTEX_CONVENTION. */
-in ivec4 data0;
-in ivec4 data1;
-in ivec4 data2;
-
-flat out vec3 edgesCrease;
-flat out vec3 edgesBweight;
-flat out vec4 faceColor;
-flat out ivec3 flag;
-# ifdef VERTEX_SELECTION
-out vec3 vertexColor;
-# endif
-# ifdef VERTEX_FACING
-out float facing;
+#if defined(VERT)
+ finalColor = EDIT_MESH_vertex_color(m_data.y);
+ gl_PointSize = sizeVertex * 2.0;
+ gl_Position.z -= 3e-5 * ((ProjectionMatrix[3][3] == 0.0) ? 1.0 : 0.0);
+ /* Make selected and active vertex always on top. */
+ if ((data.x & VERT_SELECTED) != 0) {
+ gl_Position.z -= 1e-7;
+ }
+ if ((data.x & VERT_ACTIVE) != 0) {
+ gl_Position.z -= 1e-7;
+ }
+
+#elif defined(EDGE)
+# ifdef FLAT
+ finalColor = EDIT_MESH_edge_color_inner(m_data.y);
+# else
+ finalColor = EDIT_MESH_edge_vertex_color(m_data.y);
+ selectOveride = (m_data.y & EDGE_SELECTED);
# endif
-out vec3 barycentric;
+ float crease = float(m_data.z) / 255.0;
+ float bweight = float(m_data.w) / 255.0;
+ finalColorStipple = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, crease, bweight);
+ base_dist = dist = float(gl_VertexID % 128);
-void main()
-{
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+#elif defined(FACE)
+ finalColor = EDIT_MESH_face_color(m_data.x);
+ finalColor.a *= faceAlphaMod;
- int v_0 = (gl_VertexID / 3) * 3;
- int vidx = gl_VertexID % 3;
- barycentric = vec3(equal(ivec3(0, 1, 2), ivec3(vidx)));
-
- /* Edge */
- ivec4 vData[3] = ivec4[3](data0, data1, data2);
- ivec3 eflag;
- for (int v = 0; v < 3; ++v) {
- vData[v] = vData[v] & dataMask;
- flag[v] = eflag[v] = vData[v].y | (vData[v].x << 8);
- edgesCrease[v] = vData[v].z / 255.0;
- edgesBweight[v] = vData[v].w / 255.0;
- }
+#elif defined(FACEDOT)
+ finalColor = EDIT_MESH_facedot_color(norAndFlag.w);
+ /* Bias Facedot Z position in clipspace. */
+ gl_Position.z -= 0.00035;
+ gl_PointSize = sizeFaceDot;
- /* Face */
- if ((vData[0].x & FACE_ACTIVE) != 0) {
- faceColor = colorFaceSelect;
- }
- else if ((vData[0].x & FACE_SELECTED) != 0) {
- faceColor = colorFaceSelect;
- }
- else if ((vData[0].x & FACE_FREESTYLE) != 0) {
- faceColor = colorFaceFreestyle;
- }
- else {
- faceColor = colorFace;
- }
+#endif
-# ifdef VERTEX_SELECTION
- vertexColor = EDIT_MESH_vertex_color(data0.x).rgb;
-# endif
-# ifdef VERTEX_FACING
- vec4 vPos = ModelViewMatrix * vec4(pos, 1.0);
+#ifndef FACE
+ vec4 vpos = ModelViewMatrix * vec4(pos, 1.0);
vec3 view_normal = normalize(NormalMatrix * vnor);
vec3 view_vec = (ProjectionMatrix[3][3] == 0.0)
- ? normalize(vPos.xyz)
+ ? normalize(vpos.xyz)
: vec3(0.0, 0.0, 1.0);
- facing = dot(view_vec, view_normal);
-# endif
+ float facing = dot(view_vec, view_normal);
+ facing = 1.0 - abs(facing) * 0.3;
-# ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
+ finalColor = mix(colorEditMeshMiddle, finalColor, facing);
+ finalColor.a = 1.0;
+
+# if defined(EDGE) && !defined(FLAT)
+ /* Hack to blend color in pixel shader in case of overide. */
+ finalColor.a = facing;
# endif
-}
#endif
+
+#ifdef USE_WORLD_CLIP_PLANES
+ world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
+#endif
+}