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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_edges_overlay_simple_geom.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_edges_overlay_simple_geom.glsl52
1 files changed, 52 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_overlay_simple_geom.glsl b/source/blender/gpu/shaders/gpu_shader_edges_overlay_simple_geom.glsl
new file mode 100644
index 00000000000..ec692e210c2
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_edges_overlay_simple_geom.glsl
@@ -0,0 +1,52 @@
+layout(triangles) in;
+layout(triangle_strip, max_vertices=3) out;
+
+uniform float outlineWidth = 1.0;
+uniform vec2 viewportSize;
+
+noperspective out vec3 distanceToOutline;
+
+// project to screen space
+vec2 proj(int axis) {
+ vec4 pos = gl_in[axis].gl_Position;
+ 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 abs_det = length(cross(vec3(vpos - e1, 0), vec3(vpos - e2, 0))); // could simplify
+ return abs_det / distance(e2, e1);
+}
+
+vec3 distance[3];
+
+void modulateEdge(int v) {
+ float offset = 0.5 * 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));
+
+ for (int v = 0; v < 3; ++v)
+ distance[v] = vec3(0);
+
+ for (int v = 0; v < 3; ++v) {
+ distance[v][v] = dist(pos, v);
+ modulateEdge(v);
+ }
+
+ for (int v = 0; v < 3; ++v) {
+ gl_Position = gl_in[v].gl_Position;
+ distanceToOutline = distance[v];
+ EmitVertex();
+ }
+
+ EndPrimitive();
+}