blob: 17aed64322474285992c7c19123c38cce2d475f3 (
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
33
34
35
36
37
38
39
40
41
42
|
#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.winmat * (drw_view.viewmat * pos_4d);
}
|