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Diffstat (limited to 'source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl')
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl34
1 files changed, 34 insertions, 0 deletions
diff --git a/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl b/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl
index 1cea418419e..8f5712cca03 100644
--- a/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl
+++ b/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl
@@ -1,7 +1,12 @@
+/* This shader is only used for intel GPU where the Geom shader is faster
+ * than doing everything thrice in the vertex shader. */
+
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
+uniform vec2 wireStepParam;
+
in vec2 ssPos[];
in float facingOut[];
@@ -10,8 +15,16 @@ flat out vec3 ssVec1;
flat out vec3 ssVec2;
out float facing;
+#ifdef LIGHT_EDGES
+in vec3 obPos[];
+in vec3 edgeAdj[];
+
+flat out vec3 edgeSharpness;
+#endif
+
#define NO_EDGE vec3(10000.0);
+/* TODO(fclem) remove code duplication. */
vec3 compute_vec(vec2 v0, vec2 v1)
{
vec2 v = normalize(v1 - v0);
@@ -19,6 +32,13 @@ vec3 compute_vec(vec2 v0, vec2 v1)
return vec3(v, -dot(v, v0));
}
+float get_edge_sharpness(vec3 e0, vec3 e1, vec3 e2)
+{
+ vec3 n0 = normalize(cross(e0, e1));
+ vec3 n1 = normalize(cross(e1, e2));
+ return dot(n0, n1);
+}
+
void main(void)
{
vec3 facings = vec3(facingOut[0], facingOut[1], facingOut[2]);
@@ -29,6 +49,20 @@ void main(void)
ssVec1 = do_edge.y ? compute_vec(ssPos[1], ssPos[2]) : NO_EDGE;
ssVec2 = do_edge.z ? compute_vec(ssPos[2], ssPos[0]) : NO_EDGE;
+#ifdef LIGHT_EDGES
+ vec3 edges[3];
+ edges[0] = obPos[1] - obPos[0];
+ edges[1] = obPos[2] - obPos[1];
+ edges[2] = obPos[0] - obPos[2];
+
+ edgeSharpness.x = get_edge_sharpness(edgeAdj[0] - obPos[0], edges[0], -edges[2]);
+ edgeSharpness.y = get_edge_sharpness(edgeAdj[1] - obPos[1], edges[1], -edges[0]);
+ edgeSharpness.z = get_edge_sharpness(edgeAdj[2] - obPos[2], edges[2], -edges[1]);
+
+ /* Easy to adjust parameters. */
+ edgeSharpness = smoothstep(wireStepParam.xxx, wireStepParam.yyy, edgeSharpness);
+#endif
+
gl_Position = gl_in[0].gl_Position;
facing = facings.x;
EmitVertex();