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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
/* TODO(fclem): Share with C code. */
#define VCLASS_SCREENALIGNED (1 << 9)
#define VCLASS_EMPTY_AXES (1 << 11)
vec3 rotate(vec3 vec, vec4 quat)
{
/* The quaternion representation here stores the w component in the first index. */
return vec + 2.0 * cross(quat.yzw, cross(quat.yzw, vec) + quat.x * vec);
}
void main()
{
/* Drawsize packed in alpha. */
float draw_size = ucolor.a;
vec3 world_pos = part_pos;
#ifdef USE_DOTS
gl_Position = point_world_to_ndc(world_pos);
/* World sized points. */
gl_PointSize = sizePixel * draw_size * drw_view.winmat[1][1] * sizeViewport.y / gl_Position.w;
#else
if ((vclass & VCLASS_SCREENALIGNED) != 0) {
/* World sized, camera facing geometry. */
world_pos += (screenVecs[0].xyz * pos.x + screenVecs[1].xyz * pos.y) * draw_size;
}
else {
world_pos += rotate(pos, part_rot) * draw_size;
}
gl_Position = point_world_to_ndc(world_pos);
#endif
/* Coloring */
if ((vclass & VCLASS_EMPTY_AXES) != 0) {
/* See VBO construction for explanation. */
finalColor = vec4(clamp(pos * 10000.0, 0.0, 1.0), 1.0);
}
else if (part_val < 0.0) {
finalColor = vec4(ucolor.rgb, 1.0);
}
else {
finalColor = vec4(texture(weightTex, part_val).rgb, 1.0);
}
view_clipping_distances(world_pos);
}
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