blob: 7627a287a054b9dd915fb14cb3ef3d284d56107b (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
|
#pragma BLENDER_REQUIRE(common_globals_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
in vec3 pos;
in vec2 au;
in int flag;
out float selectionFac;
noperspective out vec2 stipplePos;
flat out vec2 stippleStart;
void main()
{
vec3 world_pos = point_object_to_world(vec3(au, 0.0));
gl_Position = point_world_to_ndc(world_pos);
/* Snap vertices to the pixel grid to reduce artifacts. */
vec2 half_viewport_res = sizeViewport.xy * 0.5;
vec2 half_pixel_offset = sizeViewportInv * 0.5;
gl_Position.xy = floor(gl_Position.xy * half_viewport_res) / half_viewport_res +
half_pixel_offset;
bool is_select = (flag & VERT_UV_SELECT) != 0;
selectionFac = is_select ? 1.0 : 0.0;
/* Move selected edges to the top
* Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4
* actual pixels are at 0.75, 1.0 is used for the background. */
float depth = is_select ? 0.25 : 0.35;
gl_Position.z = depth;
/* Avoid precision loss. */
stippleStart = stipplePos = 500.0 + 500.0 * (gl_Position.xy / gl_Position.w);
}
|