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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
vec2 compute_dir(vec2 v0, vec2 v1)
{
vec2 dir = normalize(v1 - v0 + 1e-8);
dir = vec2(-dir.y, dir.x);
return dir;
}
void main(void)
{
vec2 t;
vec2 edge_dir = compute_dir(interp_in[0].ss_pos, interp_in[1].ss_pos) * sizeViewportInv;
bool is_persp = (drw_view.winmat[3][3] == 0.0);
float line_size = float(lineThickness) * sizePixel;
view_clipping_distances_set(gl_in[0]);
interp_out.color = interp_in[0].color;
t = edge_dir * (line_size * (is_persp ? gl_in[0].gl_Position.w : 1.0));
gl_Position = gl_in[0].gl_Position + vec4(t, 0.0, 0.0);
EmitVertex();
gl_Position = gl_in[0].gl_Position - vec4(t, 0.0, 0.0);
EmitVertex();
view_clipping_distances_set(gl_in[1]);
interp_out.color = interp_in[1].color;
t = edge_dir * (line_size * (is_persp ? gl_in[1].gl_Position.w : 1.0));
gl_Position = gl_in[1].gl_Position + vec4(t, 0.0, 0.0);
EmitVertex();
gl_Position = gl_in[1].gl_Position - vec4(t, 0.0, 0.0);
EmitVertex();
EndPrimitive();
}
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