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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl71
1 files changed, 0 insertions, 71 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl
deleted file mode 100644
index 543497e890b..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl
+++ /dev/null
@@ -1,71 +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. We use a geometry
-// shader to resolve this properly.
-
-uniform mat4 ViewMatrix;
-uniform mat4 ProjectionMatrix;
-
-in vec3 pos;
-in vec3 N1, N2; // normals of faces this edge joins (object coords)
-
-/* Instance attrs */
-in vec3 color;
-in mat4 InstanceModelMatrix;
-
-out vec4 MV_pos;
-out float edgeClass;
-out vec3 fCol;
-
-// TODO: in float angle; // [-pi .. +pi], + peak, 0 flat, - valley
-
-bool front(mat3 normal_matrix, vec3 N, vec3 eye)
-{
- return dot(normal_matrix * N, eye) > 0.0;
-}
-
-void main()
-{
- vec3 eye;
-
- mat4 model_view_matrix = ViewMatrix * InstanceModelMatrix;
-
- vec4 pos_4d = vec4(pos, 1.0);
- MV_pos = model_view_matrix * pos_4d;
-
- mat3 normal_matrix = transpose(inverse(mat3(model_view_matrix)));
-
- /* if persp */
- if (ProjectionMatrix[3][3] == 0.0) {
- eye = normalize(-MV_pos.xyz);
- }
- else {
- eye = vec3(0.0, 0.0, 1.0);
- }
-
- bool face_1_front = front(normal_matrix, N1, eye);
- bool face_2_front = front(normal_matrix, N2, eye);
-
- if (face_1_front && face_2_front) {
- edgeClass = 1.0; // front-facing edge
- }
- else if (face_1_front || face_2_front) {
- edgeClass = 0.0; // exactly one face is front-facing, silhouette edge
- }
- else {
- edgeClass = -1.0; // back-facing edge
- }
-
- fCol = color;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((InstanceModelMatrix * vec4(pos, 1.0)).xyz);
-#endif
-}