diff options
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_3D_line_dashed_vert.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_3D_line_dashed_vert.glsl | 19 |
1 files changed, 1 insertions, 18 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_vert.glsl index f3e91b6cc03..f86088e8d79 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_vert.glsl @@ -1,32 +1,15 @@ -/* Note: nearly the same code as for 2D version... Maybe we could deduplicate? */ +// Draw dashed lines, perforated in screen space. uniform mat4 ModelViewProjectionMatrix; -uniform vec2 viewport_size; #if __VERSION__ == 120 attribute vec3 pos; - attribute vec3 line_origin; // = pos for one vertex of the line - noperspective varying float distance_along_line; #else in vec3 pos; - in vec3 line_origin; - noperspective out float distance_along_line; #endif void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); - - vec4 point = ModelViewProjectionMatrix * vec4(line_origin, 1.0); - vec2 ref_point = (point.xy / point.w) * 0.5 + 0.5; // <- device coordinates in [0..1] range. - ref_point = ref_point * viewport_size; // <- fragment coordinates. - - vec2 curr_point = (gl_Position.xy / gl_Position.w) * 0.5 + 0.5; // <- device coordinates in [0..1] range. - curr_point = curr_point * viewport_size; // <- fragment coordinates. - - distance_along_line = distance(ref_point, curr_point); - - /* Note: we could also use similar approach as diag_stripes_frag, but this would give us dashed 'anchored' - * to the screen, and not to one end of the line... */ } |