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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_edges_overlay_geom.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_edges_overlay_geom.glsl83
1 files changed, 44 insertions, 39 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_overlay_geom.glsl b/source/blender/gpu/shaders/gpu_shader_edges_overlay_geom.glsl
index ad0dccb6c81..48fff1629fd 100644
--- a/source/blender/gpu/shaders/gpu_shader_edges_overlay_geom.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_edges_overlay_geom.glsl
@@ -1,5 +1,5 @@
layout(triangles) in;
-layout(triangle_strip, max_vertices=3) out;
+layout(triangle_strip, max_vertices = 3) out;
uniform float outlineWidth = 1.0;
uniform vec2 viewportSize;
@@ -10,58 +10,63 @@ in float widthModulator[];
noperspective out vec3 distanceToOutline;
// project to screen space
-vec2 proj(int axis) {
- vec4 pos = pos_xformed[axis];
- return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
+vec2 proj(int axis)
+{
+ vec4 pos = pos_xformed[axis];
+ return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
}
-float dist(vec2 pos[3], int v) {
- // current vertex position
- vec2 vpos = pos[v];
- // endpoints of opposite edge
- vec2 e1 = pos[(v + 1) % 3];
- vec2 e2 = pos[(v + 2) % 3];
+float dist(vec2 pos[3], int v)
+{
+ // current vertex position
+ vec2 vpos = pos[v];
+ // endpoints of opposite edge
+ vec2 e1 = pos[(v + 1) % 3];
+ vec2 e2 = pos[(v + 2) % 3];
- float abs_det = length(cross(vec3(vpos - e1, 0), vec3(vpos - e2, 0))); // could simplify
- return abs_det / distance(e2, e1);
+ float abs_det = length(cross(vec3(vpos - e1, 0), vec3(vpos - e2, 0))); // could simplify
+ return abs_det / distance(e2, e1);
}
vec3 distance[3];
-void clearEdge(int v) {
- float distant = 10 * outlineWidth;
- for (int i = 0; i < 3; ++i)
- distance[i][v] += distant;
+void clearEdge(int v)
+{
+ float distant = 10 * outlineWidth;
+ for (int i = 0; i < 3; ++i)
+ distance[i][v] += distant;
}
-void modulateEdge(int v) {
- float offset = min(widthModulator[v],1) * outlineWidth;
- for (int i = 0; i < 3; ++i)
- distance[i][v] -= offset;
+void modulateEdge(int v)
+{
+ float offset = min(widthModulator[v], 1) * outlineWidth;
+ for (int i = 0; i < 3; ++i)
+ distance[i][v] -= offset;
}
-void main() {
- vec2 pos[3] = vec2[3](proj(0), proj(1), proj(2));
+void main()
+{
+ vec2 pos[3] = vec2[3](proj(0), proj(1), proj(2));
- for (int v = 0; v < 3; ++v)
- distance[v] = vec3(0);
+ for (int v = 0; v < 3; ++v)
+ distance[v] = vec3(0);
- for (int v = 0; v < 3; ++v) {
- if (widthModulator[v] > 0) {
- distance[v][v] = dist(pos, v);
- modulateEdge(v);
- }
- }
+ for (int v = 0; v < 3; ++v) {
+ if (widthModulator[v] > 0) {
+ distance[v][v] = dist(pos, v);
+ modulateEdge(v);
+ }
+ }
- for (int v = 0; v < 3; ++v)
- if (widthModulator[v] <= 0)
- clearEdge(v);
+ for (int v = 0; v < 3; ++v)
+ if (widthModulator[v] <= 0)
+ clearEdge(v);
- for (int v = 0; v < 3; ++v) {
- gl_Position = pos_xformed[v];
- distanceToOutline = distance[v];
- EmitVertex();
- }
+ for (int v = 0; v < 3; ++v) {
+ gl_Position = pos_xformed[v];
+ distanceToOutline = distance[v];
+ EmitVertex();
+ }
- EndPrimitive();
+ EndPrimitive();
}