uniform vec2 viewportSize; /* ---- Instantiated Attrs ---- */ in vec3 pos; in vec3 snor; /* ---- Per instance Attrs ---- */ in mat4 InstanceModelMatrix; in vec4 outlineColorSize; out vec4 pPos; out vec3 vPos; out vec2 ssPos; out vec2 ssNor; out vec4 vColSize; /* project to screen space */ vec2 proj(vec4 pos) { return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize; } void main() { vec4 worldPosition = InstanceModelMatrix * vec4(pos, 1.0); vec4 viewpos = ViewMatrix * worldPosition; vPos = viewpos.xyz; pPos = ProjectionMatrix * viewpos; /* 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(InstanceModelMatrix))); /* TODO FIX: there is still a problem with this vector * when the bone is scaled or in persp mode. But it's * barelly visible at the outline corners. */ ssNor = normalize(normal_world_to_view(normal_mat * snor).xy); ssPos = proj(pPos); vColSize = outlineColorSize; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(worldPosition.xyz); #endif }