layout(lines) in; layout(triangle_strip, max_vertices = 4) out; uniform vec2 viewportSize; uniform vec2 viewportSizeInv; uniform float edgeScale; in vec4 finalColor[2]; in vec4 finalColorOuter[2]; in int selectOveride[2]; flat out vec4 finalColorOuter_f; out vec4 finalColor_f; out float edgeCoord_f; void do_vertex(const int i, float coord, vec2 offset) { finalColor_f = (selectOveride[0] == 0) ? finalColor[i] : finalColor[0]; edgeCoord_f = coord; gl_Position = gl_in[i].gl_Position; /* Multiply offset by 2 because gl_Position range is [-1..1]. */ gl_Position.xy += offset * 2.0 * gl_Position.w; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_set_clip_distance(gl_in[i].gl_ClipDistance); #endif EmitVertex(); } void main() { vec2 ss_pos[2]; ss_pos[0] = gl_in[0].gl_Position.xy / gl_in[0].gl_Position.w; ss_pos[1] = gl_in[1].gl_Position.xy / gl_in[1].gl_Position.w; vec2 line = ss_pos[0] - ss_pos[1]; line = abs(line) * viewportSize; finalColorOuter_f = finalColorOuter[0]; float half_size = sizeEdge * edgeScale; /* Enlarge edge for flag display. */ half_size += (finalColorOuter_f.a > 0.0) ? max(sizeEdge * edgeScale, 1.0) : 0.0; #ifdef USE_SMOOTH_WIRE /* Add 1 px for AA */ half_size += 0.5; #endif vec3 edge_ofs = half_size * viewportSizeInv.xyy * vec3(1.0, 1.0, 0.0); bool horizontal = line.x > line.y; edge_ofs = (horizontal) ? edge_ofs.zyz : edge_ofs.xzz; do_vertex(0, half_size, edge_ofs.xy); do_vertex(0, -half_size, -edge_ofs.xy); do_vertex(1, half_size, edge_ofs.xy); do_vertex(1, -half_size, -edge_ofs.xy); EndPrimitive(); }