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gpencil_point_vert.glsl « shaders « gpencil « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ProjectionMatrix;

uniform float pixsize;   /* rv3d->pixsize */
uniform int keep_size;
uniform float objscale;
uniform float pixfactor;
uniform int viewport_xray;
uniform int shading_type[2];
uniform vec4 wire_color;

in vec3 pos;
in vec4 color;
in float thickness;
in vec2 uvdata;
in vec3 prev_pos;

out vec4 finalColor;
out float finalThickness;
out vec2 finaluvdata;
out vec4 finalprev_pos;

#define TRUE 1

#define OB_WIRE  2
#define OB_SOLID 3

#define	V3D_SHADING_MATERIAL_COLOR 0
#define	V3D_SHADING_TEXTURE_COLOR  3

float defaultpixsize = pixsize * (1000.0 / pixfactor);

void main()
{
	gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
	finalprev_pos = ModelViewProjectionMatrix * vec4(prev_pos, 1.0);
	finalColor = color;

	if (keep_size == TRUE) {
		finalThickness = thickness;
	}
	else {
		float size = (ProjectionMatrix[3][3] == 0.0) ? (thickness / (gl_Position.z * defaultpixsize)) : (thickness / defaultpixsize);
		finalThickness = max(size * objscale, 4.0); /* minimum 4 pixels */
	}

	/* for wireframe override size and color */
	if (shading_type[0] == OB_WIRE) {
		finalThickness = 2.0;
		finalColor = wire_color;
	}
	/* for solid override color */
	if (shading_type[0] == OB_SOLID) {
		if ((shading_type[1] != V3D_SHADING_MATERIAL_COLOR) && (shading_type[1] != V3D_SHADING_TEXTURE_COLOR)) {
			finalColor = wire_color;
		}
		if (viewport_xray == 1) {
			finalColor.a *= 0.5;
		}
	}

	finaluvdata = uvdata;
}