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armature_axes_vert.glsl « shaders « modes « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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uniform mat4 ViewProjectionMatrix;
uniform vec3 screenVecs[3];
#ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
#endif
/* ---- Instantiated Attrs ---- */
in float axis; /* position on the axis. [0.0-1.0] is X axis, [1.0-2.0] is Y, etc... */
in vec2 screenPos;
in vec3 colorAxis;

/* ---- Per instance Attrs ---- */
in mat4 InstanceModelMatrix;
in vec4 color;

flat out vec4 finalColor;

void main()
{
	vec3 chosen_axis = InstanceModelMatrix[int(axis)].xyz;
	vec3 y_axis = InstanceModelMatrix[1].xyz;
	vec3 bone_loc = InstanceModelMatrix[3].xyz;
	vec3 wpos = bone_loc + y_axis + chosen_axis * fract(axis);
	vec3 spos = screenVecs[0].xyz * screenPos.x + screenVecs[1].xyz * screenPos.y;
	/* Scale uniformly by axis length */
	spos *= length(chosen_axis);

	vec4 pos_4d = vec4(wpos + spos, 1.0);
	gl_Position = ViewProjectionMatrix * pos_4d;

	finalColor.rgb = mix(colorAxis, color.rgb, color.a);
	finalColor.a = 1.0;

#ifdef USE_WORLD_CLIP_PLANES
	world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
#endif
}