uniform mat4 ViewMatrix; uniform mat4 ViewMatrixInverse; uniform mat4 ViewProjectionMatrix; uniform mat4 ProjectionMatrix; uniform vec2 viewportSize; uniform float lineThickness = 2.0; /* ---- Instantiated Attrs ---- */ in vec2 pos0; in vec2 pos1; in vec2 pos2; /* ---- Per instance Attrs ---- */ /* Assumed to be in world coordinate already. */ in vec4 headSphere; in vec4 tailSphere; in vec4 outlineColorSize; in vec3 xAxis; flat out vec4 finalColor; /* project to screen space */ vec2 proj(vec4 pos) { return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize; } vec2 compute_dir(vec2 v0, vec2 v1, vec2 v2) { vec2 dir = normalize(v2 - v0); dir = vec2(dir.y, -dir.x); return dir; } mat3 compute_mat(vec4 sphere, vec3 bone_vec, out float z_ofs) { bool is_persp = (ProjectionMatrix[3][3] == 0.0); vec3 cam_ray = (is_persp) ? sphere.xyz - ViewMatrixInverse[3].xyz : -ViewMatrixInverse[2].xyz; /* Sphere center distance from the camera (persp) in world space. */ float cam_dist = length(cam_ray); /* Compute view aligned orthonormal space. */ vec3 z_axis = cam_ray / cam_dist; vec3 x_axis = normalize(cross(bone_vec, z_axis)); vec3 y_axis = cross(z_axis, x_axis); z_ofs = 0.0; if (is_persp) { /* For perspective, the projected sphere radius * can be bigger than the center disc. Compute the * max angular size and compensate by sliding the disc * towards the camera and scale it accordingly. */ const float half_pi = 3.1415926 * 0.5; float rad = sphere.w; /* Let be : * V the view vector origin. * O the sphere origin. * T the point on the target circle. * We compute the angle between (OV) and (OT). */ float a = half_pi - asin(rad / cam_dist); float cos_b = cos(a); float sin_b = sqrt(clamp(1.0 - cos_b * cos_b, 0.0, 1.0)); x_axis *= sin_b; y_axis *= sin_b; z_ofs = -rad * cos_b; } return mat3(x_axis, y_axis, z_axis); } struct Bone { vec3 vec; float sinb; }; bool bone_blend_starts(vec3 p, Bone b) { /* we just want to know when the head sphere starts interpolating. */ return dot(p, b.vec) > -b.sinb; } vec3 get_outline_point(vec2 pos, vec4 sph_near, vec4 sph_far, mat3 mat_near, mat3 mat_far, float z_ofs_near, float z_ofs_far, Bone b) { /* Compute outline position on the nearest sphere and check * if it penetrates the capsule body. If it does, put this * vertex on the farthest sphere. */ vec3 wpos = mat_near * vec3(pos * sph_near.w, z_ofs_near); if (bone_blend_starts(wpos, b)) { wpos = sph_far.xyz + mat_far * vec3(pos * sph_far.w, z_ofs_far); } else { wpos += sph_near.xyz; } return wpos; } void main() { float dst_head = distance(headSphere.xyz, ViewMatrixInverse[3].xyz); float dst_tail = distance(tailSphere.xyz, ViewMatrixInverse[3].xyz); // float dst_head = -dot(headSphere.xyz, ViewMatrix[2].xyz); // float dst_tail = -dot(tailSphere.xyz, ViewMatrix[2].xyz); vec4 sph_near, sph_far; if ((dst_head > dst_tail) && (ProjectionMatrix[3][3] == 0.0)) { sph_near = tailSphere; sph_far = headSphere; } else { sph_near = headSphere; sph_far = tailSphere; } vec3 bone_vec = (sph_far.xyz - sph_near.xyz) + 1e-8; Bone b; float bone_lenrcp = 1.0 / max(1e-8, sqrt(dot(bone_vec, bone_vec))); b.sinb = (sph_far.w - sph_near.w) * bone_lenrcp * sph_near.w; b.vec = bone_vec * bone_lenrcp; float z_ofs_near, z_ofs_far; mat3 mat_near = compute_mat(sph_near, bone_vec, z_ofs_near); mat3 mat_far = compute_mat(sph_far, bone_vec, z_ofs_far); vec3 wpos0 = get_outline_point( pos0, sph_near, sph_far, mat_near, mat_far, z_ofs_near, z_ofs_far, b); vec3 wpos1 = get_outline_point( pos1, sph_near, sph_far, mat_near, mat_far, z_ofs_near, z_ofs_far, b); vec3 wpos2 = get_outline_point( pos2, sph_near, sph_far, mat_near, mat_far, z_ofs_near, z_ofs_far, b); vec4 pos_4d = vec4(wpos1, 1.0); #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(pos_4d.xyz); #endif vec4 V = ViewMatrix * pos_4d; float pres_fac = (ProjectionMatrix[3][3] == 0.0) ? abs(V.z) : 1.0; vec4 p0 = ViewProjectionMatrix * vec4(wpos0, 1.0); vec4 p1 = ProjectionMatrix * V; vec4 p2 = ViewProjectionMatrix * vec4(wpos2, 1.0); /* compute position from 3 vertex because the change in direction * can happen very quicky and lead to very thin edges. */ vec2 ss0 = proj(p0); vec2 ss1 = proj(p1); vec2 ss2 = proj(p2); vec2 edge_dir = compute_dir(ss0, ss1, ss2); bool outer = ((gl_VertexID & 1) == 1); vec2 t = outlineColorSize.w * (lineThickness / viewportSize); t *= pres_fac; t = (outer) ? t : vec2(0.0); gl_Position = p1; gl_Position.xy += t * edge_dir; finalColor = vec4(outlineColorSize.rgb, 1.0); }