// Draw dashed lines, perforated in screen space, with non-unary width. /* Make to be used with dynamic batching so no Model Matrix needed */ uniform mat4 ModelViewProjectionMatrix; uniform vec2 viewport_size; /* Width of the generated 'line'. */ uniform float width; /* in pixels, screen space. */ /* 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; layout(triangle_strip, max_vertices = 4) out; noperspective out float distance_along_line; void main() { vec4 v1 = gl_in[0].gl_Position; vec4 v2 = gl_in[1].gl_Position; /* Width, from 2D screen space in pixels, to ModelViewProjection space of each input vertices. */ float w1 = (width / viewport_size) * v1.w * 2.0; float w2 = (width / viewport_size) * v2.w * 2.0; /* Normalized vector parallel to screen and orthogonal to line. */ vec4 wdir = normalize(vec4(v1.y - v2.y, v2.x - v1.x, 0.0, 0.0)) distance_along_line = 0.0f; gl_Position = v1 + (wdir * w1); EmitVertex(); gl_Position = v1 - (wdir * w1); EmitVertex(); 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); } gl_Position = v2 + (wdir * w2); EmitVertex(); gl_Position = v2 - (wdir * w2); EmitVertex(); EndPrimitive(); }