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in vec3 pos;
in vec4 color;
in int colorid; /* if equal 0 (i.e: Not specified) use color attribute and stippling. */
noperspective out vec2 stipple_coord;
flat out vec2 stipple_start;
flat out vec4 finalColor;
vec2 screen_position(vec4 p)
{
return ((p.xy / p.w) * 0.5 + 0.5) * sizeViewport.xy;
}
void main()
{
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
#ifdef SELECT_EDGES
/* HACK: to avoid losing sub-pixel object in selections, we add a bit of randomness to the
* wire to at least create one fragment that will pass the occlusion query. */
/* TODO(fclem): Limit this workaround to selection. It's not very noticeable but still... */
gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0);
#endif
stipple_coord = stipple_start = screen_position(gl_Position);
#ifdef OBJECT_WIRE
/* Extract data packed inside the unused mat4 members. */
finalColor = vec4(ModelMatrix[0][3], ModelMatrix[1][3], ModelMatrix[2][3], ModelMatrix[3][3]);
#else
if (colorid == TH_CAMERA_PATH) {
finalColor = colorCameraPath;
finalColor.a = 0.0; /* No Stipple */
}
else {
finalColor = color;
finalColor.a = 1.0; /* Stipple */
}
#endif
#ifdef SELECT_EDGES
finalColor.a = 0.0; /* No Stipple */
#endif
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
}
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