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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
/* project to screen space */
vec2 proj(vec4 pos)
{
return (0.5 * (pos.xy / pos.w) + 0.5) * sizeViewport.xy;
}
void main()
{
vec4 bone_color, state_color;
mat4 model_mat = extract_matrix_packed_data(inst_obmat, state_color, bone_color);
vec4 world_pos = model_mat * vec4(pos, 1.0);
vec4 view_pos = ViewMatrix * world_pos;
geom_in.vPos = view_pos.xyz;
geom_in.pPos = ProjectionMatrix * view_pos;
geom_in.inverted = int(dot(cross(model_mat[0].xyz, model_mat[1].xyz), model_mat[2].xyz) < 0.0);
/* This is slow and run per vertex, but it's still faster than
* doing it per instance on CPU and sending it on via instance attribute. */
mat3 normal_mat = transpose(inverse(mat3(model_mat)));
/* TODO: FIX: there is still a problem with this vector
* when the bone is scaled or in persp mode. But it's
* barely visible at the outline corners. */
geom_in.ssNor = normalize(normal_world_to_view(normal_mat * snor).xy);
geom_in.ssPos = proj(geom_in.pPos);
geom_in.vColSize = bone_color;
view_clipping_distances(world_pos.xyz);
}
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