/* This shader is only used for edge selection and OSX workaround for large wires. */ uniform float wireSize; uniform vec2 viewportSize; uniform vec2 viewportSizeInv; layout(lines) in; layout(triangle_strip, max_vertices = 4) out; in float facing_g[]; in float edgeSharpness_g[]; #ifndef SELECT_EDGES out float facing; flat out float edgeSharpness; #endif void do_vertex(const int i, float coord, vec2 offset) { #ifndef SELECT_EDGES edgeSharpness = edgeSharpness_g[i]; facing = facing_g[i]; #endif 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; float half_size = wireSize; 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; if (edgeSharpness_g[0] < 0.0) { return; } 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(); }