layout(lines_adjacency) in; layout(line_strip, max_vertices = 2) out; in vec4 pPos[]; in vec3 vPos[]; in vec2 ssPos[]; in vec2 ssNor[]; in vec4 vColSize[]; in int inverted[]; flat out vec4 finalColor; flat out vec2 edgeStart; noperspective out vec2 edgePos; void main(void) { finalColor = vec4(vColSize[0].rgb, 1.0); bool is_persp = (ProjectionMatrix[3][3] == 0.0); vec3 view_vec = (is_persp) ? normalize(vPos[1]) : vec3(0.0, 0.0, -1.0); vec3 v10 = vPos[0] - vPos[1]; vec3 v12 = vPos[2] - vPos[1]; vec3 v13 = vPos[3] - vPos[1]; vec3 n0 = cross(v12, v10); vec3 n3 = cross(v13, v12); float fac0 = dot(view_vec, n0); float fac3 = dot(view_vec, n3); /* If one of the face is perpendicular to the view, * consider it and outline edge. */ if (abs(fac0) > 1e-5 && abs(fac3) > 1e-5) { /* If both adjacent verts are facing the camera the same way, * then it isn't an outline edge. */ if (sign(fac0) == sign(fac3)) { return; } } n0 = (inverted[0] == 1) ? -n0 : n0; /* Don't outline if concave edge. */ if (dot(n0, v13) > 0.0001) { return; } vec2 perp = normalize(ssPos[2] - ssPos[1]); vec2 edge_dir = vec2(-perp.y, perp.x); vec2 hidden_point; /* Take the farthest point to compute edge direction * (avoid problems with point behind near plane). * If the chosen point is parallel to the edge in screen space, * choose the other point anyway. * This fixes some issue with cubes in orthographic views. */ if (vPos[0].z < vPos[3].z) { hidden_point = (abs(fac0) > 1e-5) ? ssPos[0] : ssPos[3]; } else { hidden_point = (abs(fac3) > 1e-5) ? ssPos[3] : ssPos[0]; } vec2 hidden_dir = normalize(hidden_point - ssPos[1]); float fac = dot(-hidden_dir, edge_dir); edge_dir *= (fac < 0.0) ? -1.0 : 1.0; gl_Position = pPos[1]; /* Offset away from the center to avoid overlap with solid shape. */ gl_Position.xy += (edge_dir - perp) * sizeViewportInv.xy * gl_Position.w; /* Improve AA bleeding inside bone silhouette. */ gl_Position.z -= (is_persp) ? 1e-4 : 1e-6; edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance); #endif EmitVertex(); gl_Position = pPos[2]; /* Offset away from the center to avoid overlap with solid shape. */ gl_Position.xy += (edge_dir + perp) * sizeViewportInv.xy * gl_Position.w; /* Improve AA bleeding inside bone silhouette. */ gl_Position.z -= (is_persp) ? 1e-4 : 1e-6; edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_set_clip_distance(gl_in[2].gl_ClipDistance); #endif EmitVertex(); EndPrimitive(); }