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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
void main(void)
{
finalColor = vec4(geom_in[0].vColSize.rgb, 1.0);
bool is_persp = (drw_view.winmat[3][3] == 0.0);
vec3 view_vec = (is_persp) ? normalize(geom_in[1].vPos) : vec3(0.0, 0.0, -1.0);
vec3 v10 = geom_in[0].vPos - geom_in[1].vPos;
vec3 v12 = geom_in[2].vPos - geom_in[1].vPos;
vec3 v13 = geom_in[3].vPos - geom_in[1].vPos;
vec3 n0 = cross(v12, v10);
vec3 n3 = cross(v13, v12);
float fac0 = dot(view_vec, n0);
float fac3 = dot(view_vec, n3);
/* If one of the face is perpendicular to the view,
* consider it and outline edge. */
if (abs(fac0) > 1e-5 && abs(fac3) > 1e-5) {
/* If both adjacent verts are facing the camera the same way,
* then it isn't an outline edge. */
if (sign(fac0) == sign(fac3)) {
return;
}
}
n0 = (geom_in[0].inverted == 1) ? -n0 : n0;
/* Don't outline if concave edge. */
if (dot(n0, v13) > 0.0001) {
return;
}
vec2 perp = normalize(geom_in[2].ssPos - geom_in[1].ssPos);
vec2 edge_dir = vec2(-perp.y, perp.x);
vec2 hidden_point;
/* Take the farthest point to compute edge direction
* (avoid problems with point behind near plane).
* If the chosen point is parallel to the edge in screen space,
* choose the other point anyway.
* This fixes some issue with cubes in orthographic views. */
if (geom_in[0].vPos.z < geom_in[3].vPos.z) {
hidden_point = (abs(fac0) > 1e-5) ? geom_in[0].ssPos : geom_in[3].ssPos;
}
else {
hidden_point = (abs(fac3) > 1e-5) ? geom_in[3].ssPos : geom_in[0].ssPos;
}
vec2 hidden_dir = normalize(hidden_point - geom_in[1].ssPos);
float fac = dot(-hidden_dir, edge_dir);
edge_dir *= (fac < 0.0) ? -1.0 : 1.0;
gl_Position = geom_in[1].pPos;
/* Offset away from the center to avoid overlap with solid shape. */
gl_Position.xy += (edge_dir - perp) * sizeViewportInv * gl_Position.w;
/* Improve AA bleeding inside bone silhouette. */
gl_Position.z -= (is_persp) ? 1e-4 : 1e-6;
edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport;
view_clipping_distances_set(gl_in[1]);
EmitVertex();
gl_Position = geom_in[2].pPos;
/* Offset away from the center to avoid overlap with solid shape. */
gl_Position.xy += (edge_dir + perp) * sizeViewportInv * gl_Position.w;
/* Improve AA bleeding inside bone silhouette. */
gl_Position.z -= (is_persp) ? 1e-4 : 1e-6;
edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy;
view_clipping_distances_set(gl_in[2]);
EmitVertex();
EndPrimitive();
}
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