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layout(lines_adjacency) in;
layout(line_strip, max_vertices = 2) out;
in vec4 pPos[];
in vec3 vPos[];
in vec2 ssPos[];
in vec2 ssNor[];
in vec4 vColSize[];
in int inverted[];
flat out vec4 finalColor;
flat out vec2 edgeStart;
noperspective out vec2 edgePos;
void main(void)
{
finalColor = vec4(vColSize[0].rgb, 1.0);
bool is_persp = (ProjectionMatrix[3][3] == 0.0);
vec3 view_vec = (is_persp) ? normalize(vPos[1]) : vec3(0.0, 0.0, -1.0);
vec3 v10 = vPos[0] - vPos[1];
vec3 v12 = vPos[2] - vPos[1];
vec3 v13 = vPos[3] - vPos[1];
vec3 n0 = cross(v12, v10);
vec3 n3 = cross(v13, v12);
float fac0 = dot(view_vec, n0);
float fac3 = dot(view_vec, n3);
/* If one of the face is perpendicular to the view,
* consider it and outline edge. */
if (abs(fac0) > 1e-5 && abs(fac3) > 1e-5) {
/* If both adjacent verts are facing the camera the same way,
* then it isn't an outline edge. */
if (sign(fac0) == sign(fac3)) {
return;
}
}
n0 = (inverted[0] == 1) ? -n0 : n0;
/* Don't outline if concave edge. */
if (dot(n0, v13) > 0.0001) {
return;
}
vec2 perp = normalize(ssPos[2] - ssPos[1]);
vec2 edge_dir = vec2(-perp.y, perp.x);
vec2 hidden_point;
/* Take the farthest point to compute edge direction
* (avoid problems with point behind near plane).
* If the chosen point is parallel to the edge in screen space,
* choose the other point anyway.
* This fixes some issue with cubes in orthographic views. */
if (vPos[0].z < vPos[3].z) {
hidden_point = (abs(fac0) > 1e-5) ? ssPos[0] : ssPos[3];
}
else {
hidden_point = (abs(fac3) > 1e-5) ? ssPos[3] : ssPos[0];
}
vec2 hidden_dir = normalize(hidden_point - ssPos[1]);
float fac = dot(-hidden_dir, edge_dir);
edge_dir *= (fac < 0.0) ? -1.0 : 1.0;
gl_Position = pPos[1];
/* Offset away from the center to avoid overlap with solid shape. */
gl_Position.xy += (edge_dir - perp) * sizeViewportInv.xy * gl_Position.w;
/* Improve AA bleeding inside bone silhouette. */
gl_Position.z -= (is_persp) ? 1e-4 : 1e-6;
edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
#endif
EmitVertex();
gl_Position = pPos[2];
/* Offset away from the center to avoid overlap with solid shape. */
gl_Position.xy += (edge_dir + perp) * sizeViewportInv.xy * gl_Position.w;
/* Improve AA bleeding inside bone silhouette. */
gl_Position.z -= (is_persp) ? 1e-4 : 1e-6;
edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_set_clip_distance(gl_in[2].gl_ClipDistance);
#endif
EmitVertex();
EndPrimitive();
}
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