#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) #pragma BLENDER_REQUIRE(common_view_lib.glsl) vec2 screen_position(vec4 p) { return ((p.xy / p.w) * 0.5 + 0.5) * sizeViewport.xy; } void main() { vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); #ifdef SELECT_EDGES /* HACK: to avoid losing sub-pixel object in selections, we add a bit of randomness to the * wire to at least create one fragment that will pass the occlusion query. */ /* TODO(fclem): Limit this workaround to selection. It's not very noticeable but still... */ gl_Position.xy += drw_view.viewport_size_inverse * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0); #endif stipple_coord = stipple_start = screen_position(gl_Position); #ifdef OBJECT_WIRE /* Extract data packed inside the unused mat4 members. */ finalColor = vec4(ModelMatrix[0][3], ModelMatrix[1][3], ModelMatrix[2][3], ModelMatrix[3][3]); #else if (colorid != 0) { /* TH_CAMERA_PATH is the only color code at the moment. * Checking `colorid != 0` to avoid having to sync its value with the GLSL code. */ finalColor = colorCameraPath; finalColor.a = 0.0; /* No Stipple */ } else { finalColor = color; finalColor.a = 1.0; /* Stipple */ } #endif #ifdef SELECT_EDGES finalColor.a = 0.0; /* No Stipple */ #endif view_clipping_distances(world_pos); }