blob: 5e0074e9f0bd269f0d8abaeb4db8ab1f7d0cd67c (
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
43
44
45
46
47
|
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void vert_from_gl_in(int v)
{
gl_Position = gl_in[v].gl_Position;
interp_out.ob_id = interp_in[v].ob_id;
view_clipping_distances_set(gl_in[v]);
}
void main()
{
bool is_persp = (drw_view.winmat[3][3] == 0.0);
vec3 view_vec = (is_persp) ? normalize(vert[1].pos) : vec3(0.0, 0.0, -1.0);
vec3 v10 = vert[0].pos - vert[1].pos;
vec3 v12 = vert[2].pos - vert[1].pos;
vec3 v13 = vert[3].pos - vert[1].pos;
vec3 n0 = cross(v12, v10);
vec3 n3 = cross(v13, v12);
float fac0 = dot(view_vec, n0);
float fac3 = dot(view_vec, n3);
/* If both adjacent verts are facing the camera the same way,
* then it isn't an outline edge. */
if (sign(fac0) == sign(fac3)) {
return;
}
/* Don't outline if concave edge. */
/* That would hide a lot of non useful edge but it flickers badly.
* TODO: revisit later... */
// if (dot(n0, v13) > 0.01)
// return;
vert_from_gl_in(1);
EmitVertex();
vert_from_gl_in(2);
EmitVertex();
EndPrimitive();
}
|