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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.glsl86
1 files changed, 86 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
new file mode 100644
index 00000000000..eb69af92435
--- /dev/null
+++ b/source/blender/draw/modes/shaders/overlay_face_wireframe_geom.glsl
@@ -0,0 +1,86 @@
+
+/* 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[];
+
+flat out vec3 ssVec0;
+flat out vec3 ssVec1;
+flat out vec3 ssVec2;
+out float facing;
+
+#ifdef LIGHT_EDGES
+in vec3 obPos[];
+in vec3 vNor[];
+in float forceEdge[];
+
+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);
+ v = vec2(-v.y, v.x);
+ return vec3(v, -dot(v, v0));
+}
+
+vec3 get_edge_normal(vec3 n1, vec3 n2, vec3 edge)
+{
+ edge = normalize(edge);
+ vec3 n = n1 + n2;
+ float p = dot(edge, n);
+ return normalize(n - p * edge);
+}
+
+float get_edge_sharpness(vec3 fnor, vec3 vnor)
+{
+ float sharpness = abs(dot(fnor, vnor));
+ return smoothstep(wireStepParam.x, wireStepParam.y, sharpness);
+}
+
+void main(void)
+{
+ vec3 facings = vec3(facingOut[0], facingOut[1], facingOut[2]);
+ bvec3 do_edge = greaterThan(abs(facings), vec3(1.0));
+ facings = fract(facings) - clamp(-sign(facings), 0.0, 1.0);
+
+ ssVec0 = do_edge.x ? compute_vec(ssPos[0], ssPos[1]) : NO_EDGE;
+ 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];
+ vec3 fnor = normalize(cross(edges[0], -edges[2]));
+
+ edgeSharpness.x = get_edge_sharpness(fnor, get_edge_normal(vNor[0], vNor[1], edges[0]));
+ edgeSharpness.y = get_edge_sharpness(fnor, get_edge_normal(vNor[1], vNor[2], edges[1]));
+ edgeSharpness.z = get_edge_sharpness(fnor, get_edge_normal(vNor[2], vNor[0], edges[2]));
+ edgeSharpness.x = (forceEdge[0] == 1.0) ? 1.0 : edgeSharpness.x;
+ edgeSharpness.y = (forceEdge[1] == 1.0) ? 1.0 : edgeSharpness.y;
+ edgeSharpness.z = (forceEdge[2] == 1.0) ? 1.0 : edgeSharpness.z;
+#endif
+ gl_Position = gl_in[0].gl_Position;
+ facing = facings.x;
+ EmitVertex();
+
+ gl_Position = gl_in[1].gl_Position;
+ facing = facings.y;
+ EmitVertex();
+
+ gl_Position = gl_in[2].gl_Position;
+ facing = facings.z;
+ EmitVertex();
+ EndPrimitive();
+}