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uniform ivec4 mpathLineSettings;
uniform bool selected;
uniform vec3 customColor;
#define frameCurrent mpathLineSettings.x
#define frameStart mpathLineSettings.y
#define frameEnd mpathLineSettings.z
#define cacheStart mpathLineSettings.w
in vec3 pos;
out vec2 ssPos;
out vec4 finalColor_geom;
/* project to screen space */
vec2 proj(vec4 pos)
{
return (0.5 * (pos.xy / pos.w) + 0.5) * sizeViewport.xy;
}
#define SET_INTENSITY(A, B, C, min, max) \
(((1.0 - (float(C - B) / float(C - A))) * (max - min)) + min)
void main()
{
gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
ssPos = proj(gl_Position);
int frame = gl_VertexID + cacheStart;
float intensity; /* how faint */
vec3 blend_base = (abs(frame - frameCurrent) == 1) ?
colorCurrentFrame.rgb :
colorBackground.rgb; /* "bleed" cframe color to ease color blending */
bool use_custom_color = customColor.x >= 0.0;
/* TODO: We might want something more consistent with custom color and standard colors. */
if (frame < frameCurrent) {
if (use_custom_color) {
/* Custom color: previous frames color is darker than current frame */
finalColor_geom.rgb = customColor * 0.25;
}
else {
/* black - before frameCurrent */
if (selected) {
intensity = SET_INTENSITY(frameStart, frame, frameCurrent, 0.25, 0.75);
}
else {
intensity = SET_INTENSITY(frameStart, frame, frameCurrent, 0.68, 0.92);
}
finalColor_geom.rgb = mix(colorWire.rgb, blend_base, intensity);
}
}
else if (frame > frameCurrent) {
if (use_custom_color) {
/* Custom color: next frames color is equal to user selected color */
finalColor_geom.rgb = customColor;
}
else {
/* blue - after frameCurrent */
if (selected) {
intensity = SET_INTENSITY(frameCurrent, frame, frameEnd, 0.25, 0.75);
}
else {
intensity = SET_INTENSITY(frameCurrent, frame, frameEnd, 0.68, 0.92);
}
finalColor_geom.rgb = mix(colorBonePose.rgb, blend_base, intensity);
}
}
else {
if (use_custom_color) {
/* Custom color: current frame color is slightly darker than user selected color */
finalColor_geom.rgb = customColor * 0.5;
}
else {
/* green - on frameCurrent */
if (selected) {
intensity = 0.5f;
}
else {
intensity = 0.99f;
}
finalColor_geom.rgb = clamp(
mix(colorCurrentFrame.rgb, colorBackground.rgb, intensity) - 0.1, 0.0, 0.1);
}
}
finalColor_geom.a = 1.0;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(pos);
#endif
}
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