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overlay_armature_envelope_solid_vert.glsl « shaders « overlay « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

void main()
{
  vec3 bone_vec = tailSphere.xyz - headSphere.xyz;
  float bone_len = max(1e-8, sqrt(dot(bone_vec, bone_vec)));
  float bone_lenrcp = 1.0 / bone_len;
#ifdef SMOOTH_ENVELOPE
  float sinb = (tailSphere.w - headSphere.w) * bone_lenrcp;
#else
  const float sinb = 0.0;
#endif

  vec3 y_axis = bone_vec * bone_lenrcp;
  vec3 z_axis = normalize(cross(xAxis, -y_axis));
  vec3 x_axis = cross(y_axis, z_axis); /* cannot trust xAxis to be orthogonal. */

  vec3 sp, nor;
  nor = sp = pos.xyz;

  /* In bone space */
  bool is_head = (pos.z < -sinb);
  sp *= (is_head) ? headSphere.w : tailSphere.w;
  sp.z += (is_head) ? 0.0 : bone_len;

  /* Convert to world space */
  mat3 bone_mat = mat3(x_axis, y_axis, z_axis);
  sp = bone_mat * sp.xzy + headSphere.xyz;
  nor = bone_mat * nor.xzy;

  normalView = mat3(drw_view.viewmat) * nor;

  finalStateColor = stateColor;
  finalBoneColor = boneColor;

  view_clipping_distances(sp);

  vec4 pos_4d = vec4(sp, 1.0);
  gl_Position = drw_view.persmat * pos_4d;
}