#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) void main(void) { finalColor = vec4(geom_in[0].vColSize.rgb, 1.0); bool is_persp = (drw_view.winmat[3][3] == 0.0); vec3 view_vec = (is_persp) ? normalize(geom_in[1].vPos) : vec3(0.0, 0.0, -1.0); vec3 v10 = geom_in[0].vPos - geom_in[1].vPos; vec3 v12 = geom_in[2].vPos - geom_in[1].vPos; vec3 v13 = geom_in[3].vPos - geom_in[1].vPos; 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 = (geom_in[0].inverted == 1) ? -n0 : n0; /* Don't outline if concave edge. */ if (dot(n0, v13) > 0.0001) { return; } vec2 perp = normalize(geom_in[2].ssPos - geom_in[1].ssPos); 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 (geom_in[0].vPos.z < geom_in[3].vPos.z) { hidden_point = (abs(fac0) > 1e-5) ? geom_in[0].ssPos : geom_in[3].ssPos; } else { hidden_point = (abs(fac3) > 1e-5) ? geom_in[3].ssPos : geom_in[0].ssPos; } vec2 hidden_dir = normalize(hidden_point - geom_in[1].ssPos); float fac = dot(-hidden_dir, edge_dir); edge_dir *= (fac < 0.0) ? -1.0 : 1.0; gl_Position = geom_in[1].pPos; /* Offset away from the center to avoid overlap with solid shape. */ gl_Position.xy += (edge_dir - perp) * drw_view.viewport_size_inverse * 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; view_clipping_distances_set(gl_in[1]); EmitVertex(); gl_Position = geom_in[2].pPos; /* Offset away from the center to avoid overlap with solid shape. */ gl_Position.xy += (edge_dir + perp) * drw_view.viewport_size_inverse * 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; view_clipping_distances_set(gl_in[2]); EmitVertex(); EndPrimitive(); }