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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
/* Separate actual weight and alerts for independent interpolation */
weight_interp = max(vec2(weight, -weight), 0.0);
/* Saturate the weight to give a hint of the geometry behind the weights. */
#ifdef FAKE_SHADING
vec3 view_normal = normalize(normal_object_to_view(nor));
color_fac = abs(dot(view_normal, light_dir));
color_fac = color_fac * 0.9 + 0.1;
#else
color_fac = 1.0;
#endif
view_clipping_distances(world_pos);
}
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