/* ---- Instantiated Attrs ---- */ in vec3 pos; in vec3 snor; /* ---- Per instance Attrs ---- */ in vec4 color; in mat4 inst_obmat; out vec4 pPos; out vec3 vPos; out vec2 ssPos; out vec2 ssNor; out vec4 vColSize; out int inverted; /* project to screen space */ vec2 proj(vec4 pos) { return (0.5 * (pos.xy / pos.w) + 0.5) * sizeViewport.xy; } void main() { vec4 bone_color, state_color; mat4 model_mat = extract_matrix_packed_data(inst_obmat, state_color, bone_color); vec4 worldPosition = model_mat * vec4(pos, 1.0); vec4 viewpos = ViewMatrix * worldPosition; vPos = viewpos.xyz; pPos = ProjectionMatrix * viewpos; inverted = int(dot(cross(model_mat[0].xyz, model_mat[1].xyz), model_mat[2].xyz) < 0.0); /* This is slow and run per vertex, but it's still faster than * doing it per instance on CPU and sending it on via instance attribute. */ mat3 normal_mat = transpose(inverse(mat3(model_mat))); /* TODO FIX: there is still a problem with this vector * when the bone is scaled or in persp mode. But it's * barely visible at the outline corners. */ ssNor = normalize(normal_world_to_view(normal_mat * snor).xy); ssPos = proj(pPos); vColSize = bone_color; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(worldPosition.xyz); #endif }