uniform mat3 NormalMatrix; uniform mat4 ViewMatrix; uniform mat4 ProjectionMatrix; uniform vec2 viewportSize; /* ---- Instanciated Attribs ---- */ in vec3 pos; in vec3 nor; in vec3 snor; /* ---- Per instance Attribs ---- */ 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() { /* 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 attrib */ mat3 NormalMatrix = transpose(inverse(mat3(ViewMatrix * InstanceModelMatrix))); vec4 viewpos = ViewMatrix * (InstanceModelMatrix * vec4(pos, 1.0)); vPos = viewpos.xyz; pPos = ProjectionMatrix * viewpos; /* 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((NormalMatrix * snor).xy); ssPos = proj(pPos); vColSize = outlineColorSize; }