uniform mat4 ModelViewProjectionMatrix; uniform mat4 ProjectionMatrix; uniform float pixsize; /* rv3d->pixsize */ uniform float pixelsize; /* U.pixelsize */ uniform int keep_size; uniform float objscale; uniform float pixfactor; in vec3 pos; in vec4 color; in float thickness; in vec2 uvdata; out vec4 finalColor; out float finalThickness; out vec2 finaluvdata; #define TRUE 1 float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor); void main(void) { gl_Position = ModelViewProjectionMatrix * vec4( pos, 1.0 ); finalColor = color; if (keep_size == TRUE) { finalThickness = thickness; } else { float size = (ProjectionMatrix[3][3] == 0.0) ? (thickness / (gl_Position.z * defaultpixsize)) : (thickness / defaultpixsize); finalThickness = max(size * objscale, 1.0); } finaluvdata = uvdata; }