Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
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.glsl57
1 files changed, 57 insertions, 0 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
new file mode 100644
index 00000000000..e26f419b8cd
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl
@@ -0,0 +1,57 @@
+
+// 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];
+ EmitVertex();
+ gl_Position = ProjectionMatrix * MV_pos[1];
+ 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));
+ }
+}