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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl68
1 files changed, 0 insertions, 68 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl
deleted file mode 100644
index 1193e1b5b9c..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl
+++ /dev/null
@@ -1,68 +0,0 @@
-
-// Draw "fancy" wireframe, displaying front-facing, back-facing and
-// silhouette lines differently.
-// Mike Erwin, April 2015
-
-// After working with this shader a while, convinced we should make
-// separate shaders for perpective & ortho. (Oct 2016)
-
-// Due to perspective, the line segment's endpoints might disagree on
-// whether the adjacent faces are front facing. This geometry shader
-// decides which edge type to use if endpoints disagree.
-
-uniform mat4 ProjectionMatrix;
-
-uniform bool drawFront = true;
-uniform bool drawBack = true;
-uniform bool drawSilhouette = true;
-
-layout(lines) in;
-layout(line_strip, max_vertices = 2) out;
-
-in vec4 MV_pos[];
-in float edgeClass[];
-in vec3 fCol[];
-
-flat out vec4 finalColor;
-
-void emitLine(vec4 color)
-{
- gl_Position = ProjectionMatrix * MV_pos[0];
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
-#endif
- EmitVertex();
-
- gl_Position = ProjectionMatrix * MV_pos[1];
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
-#endif
- finalColor = color;
- EmitVertex();
-
- EndPrimitive();
-}
-
-void main()
-{
- float finalEdgeClass = max(edgeClass[0], edgeClass[1]);
-
- if (finalEdgeClass > 0.0f) {
- // front-facing edge
- if (drawFront) {
- emitLine(vec4(fCol[0], 0.75));
- }
- }
- else if (finalEdgeClass < 0.0f) {
- // back-facing edge
- if (drawBack) {
- emitLine(vec4(fCol[0], 0.5));
- }
- }
- else {
- // exactly one face is front-facing, silhouette edge
- if (drawSilhouette) {
- emitLine(vec4(fCol[0], 1.0));
- }
- }
-}