/* * Geometry Shader for dashed lines, with uniform multi-color(s), or any single-color, and unary thickness. * * Dashed is performed in screen space. */ /* Make to be used with dynamic batching so no Model Matrix needed */ uniform mat4 ModelViewProjectionMatrix; uniform vec2 viewport_size; /* Uniforms from fragment shader, used here to optimize out useless computation in case of solid line. */ uniform float dash_factor; /* if > 1.0, solid line. */ uniform int num_colors; /* Enabled if > 0, 1 for solid line. */ layout(lines) in; in vec4 color_vert[]; layout(line_strip, max_vertices = 2) out; noperspective out float distance_along_line; noperspective out vec4 color_geom; void main() { vec4 v1 = gl_in[0].gl_Position; vec4 v2 = gl_in[1].gl_Position; gl_Position = v1; color_geom = color_vert[0]; distance_along_line = 0.0f; EmitVertex(); gl_Position = v2; color_geom = color_vert[1]; if ((num_colors == 1) || (dash_factor >= 1.0f)) { /* Solid line, optimize out distance computation! */ distance_along_line = 0.0f; } else { vec2 p1 = (v1.xy / v1.w) * 0.5 + 0.5; // <- device coordinates in [0..1] range. p1 = p1 * viewport_size; // <- 'virtual' screen coordinates. vec2 p2 = (v2.xy / v2.w) * 0.5 + 0.5; // <- device coordinates in [0..1] range. p2 = p2 * viewport_size; // <- 'virtual' screen coordinates. distance_along_line = distance(p1, p2); } EmitVertex(); EndPrimitive(); /* Note: we could also use similar approach as diag_stripes_frag, but this would give us dashed 'anchored' * to the screen, and not to one end of the line... */ }