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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
vec3 sphere_project(float ax, float az)
{
float sine = 1.0 - ax * ax - az * az;
float q3 = sqrt(max(0.0, sine));
return vec3(-az * q3, 0.5 - sine, ax * q3) * 2.0;
}
void main()
{
mat4 model_mat = inst_obmat;
model_mat[0][3] = model_mat[1][3] = model_mat[2][3] = 0.0;
model_mat[3][3] = 1.0;
vec2 amin = vec2(inst_obmat[0][3], inst_obmat[1][3]);
vec2 amax = vec2(inst_obmat[2][3], inst_obmat[3][3]);
vec3 final_pos = sphere_project(pos.x * abs((pos.x > 0.0) ? amax.x : amin.x),
pos.y * abs((pos.y > 0.0) ? amax.y : amin.y));
vec3 world_pos = (model_mat * vec4(final_pos, 1.0)).xyz;
gl_Position = point_world_to_ndc(world_pos);
finalColor = color;
edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport;
view_clipping_distances(world_pos);
}
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