diff options
Diffstat (limited to 'source/blender/draw/modes/shaders')
-rw-r--r-- | source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl | 40 | ||||
-rw-r--r-- | source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl | 16 |
2 files changed, 56 insertions, 0 deletions
diff --git a/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl b/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl new file mode 100644 index 00000000000..c90195e11fd --- /dev/null +++ b/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl @@ -0,0 +1,40 @@ + +layout(lines_adjacency) in; +layout(line_strip, max_vertices = 2) out; + +uniform mat4 ProjectionMatrix; + +in vec4 pPos[]; +in vec3 vPos[]; + +void main() +{ + 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 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. */ + /* That would hide a lot of non usefull edge but it flickers badly. + * TODO revisit later... */ + // if (dot(n0, v13) > 0.01) + // return; + + gl_Position = pPos[1]; EmitVertex(); + gl_Position = pPos[2]; EmitVertex(); + EndPrimitive(); +} diff --git a/source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl b/source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl new file mode 100644 index 00000000000..ba824a7c007 --- /dev/null +++ b/source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl @@ -0,0 +1,16 @@ + +uniform mat4 ModelViewMatrix; +uniform mat4 ModelViewProjectionMatrix; + +in vec3 pos; + +out vec4 pPos; +out vec3 vPos; + +void main() +{ + vPos = (ModelViewMatrix * vec4(pos, 1.0)).xyz; + pPos = ModelViewProjectionMatrix * vec4(pos, 1.0); + /* Small bias to always be on top of the geom. */ + pPos.z -= 1e-3; +} |