#ifndef USE_GPU_SHADER_CREATE_INFO uniform mat4 ModelViewProjectionMatrix; uniform mat4 ProjectionMatrix; uniform float pixsize; /* rv3d->pixsize */ uniform int keep_size; uniform float objscale; uniform float pixfactor; in vec3 pos; in vec4 color; in float thickness; out vec4 finalColor; out float finalThickness; #endif float defaultpixsize = gpencil_stroke_data.pixsize * (1000.0 / gpencil_stroke_data.pixfactor); void main(void) { gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); geometry_in.finalColor = color; if (gpencil_stroke_data.keep_size) { geometry_in.finalThickness = thickness; } else { float size = (ProjectionMatrix[3][3] == 0.0) ? (thickness / (gl_Position.z * defaultpixsize)) : (thickness / defaultpixsize); geometry_in.finalThickness = max(size * gpencil_stroke_data.objscale, 1.0); } }