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/* Keep the same value of `ACTIVE_NURB` in `draw_cache_imp_curve.c` */
#define ACTIVE_NURB 1 << 2
#define EVEN_U_BIT 1 << 3
layout(lines) in;
layout(triangle_strip, max_vertices = 10) out;
uniform vec2 viewportSize;
uniform bool showCurveHandles;
flat in int vertFlag[];
out vec4 finalColor;
void output_line(vec2 offset, vec4 color)
{
finalColor = color;
gl_Position = gl_in[0].gl_Position;
gl_Position.xy += offset * gl_in[0].gl_Position.w;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
#endif
EmitVertex();
gl_Position = gl_in[1].gl_Position;
gl_Position.xy += offset * gl_in[1].gl_Position.w;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
#endif
EmitVertex();
}
void main()
{
vec4 v1 = gl_in[0].gl_Position;
vec4 v2 = gl_in[1].gl_Position;
int is_active_nurb = (vertFlag[1] & ACTIVE_NURB);
int color_id = (vertFlag[1] >> 4);
/* Don't output any edges if we don't show handles */
if (!showCurveHandles && (color_id < 5)) {
return;
}
bool edge_selected = (((vertFlag[1] | vertFlag[0]) & VERT_SELECTED) != 0);
vec4 inner_color;
if (color_id == 0) inner_color = (edge_selected) ? colorHandleSelFree : colorHandleFree;
else if (color_id == 1) inner_color = (edge_selected) ? colorHandleSelAuto : colorHandleAuto;
else if (color_id == 2) inner_color = (edge_selected) ? colorHandleSelVect : colorHandleVect;
else if (color_id == 3) inner_color = (edge_selected) ? colorHandleSelAlign : colorHandleAlign;
else if (color_id == 4) inner_color = (edge_selected) ? colorHandleSelAutoclamp : colorHandleAutoclamp;
else {
bool is_selected = (((vertFlag[1] & vertFlag[0]) & VERT_SELECTED) != 0);
bool is_u_segment = (((vertFlag[1] ^ vertFlag[0]) & EVEN_U_BIT) != 0);
if (is_u_segment) {
inner_color = (is_selected) ? colorNurbSelUline : colorNurbUline;
}
else {
inner_color = (is_selected) ? colorNurbSelVline : colorNurbVline;
}
}
vec4 outer_color = (is_active_nurb != 0)
? mix(colorActiveSpline, inner_color, 0.25) /* Minimize active color bleeding on inner_color. */
: vec4(inner_color.rgb, 0.0);
vec2 v1_2 = (v2.xy/v2.w - v1.xy/v1.w);
vec2 offset = sizeEdge * 4.0 / viewportSize; /* 4.0 is eyeballed */
if (abs(v1_2.x * viewportSize.x) < abs(v1_2.y * viewportSize.y)) {
offset.y = 0.0;
}
else {
offset.x = 0.0;
}
/* draw the transparent border (AA). */
if (is_active_nurb != 0) {
offset *= 0.75; /* Don't make the active "halo" appear very thick. */
output_line(offset * 2.0, vec4(colorActiveSpline.rgb, 0.0));
}
/* draw the outline. */
output_line(offset, outer_color);
/* draw the core of the line. */
output_line(vec2(0.0), inner_color);
/* draw the outline. */
output_line(-offset, outer_color);
/* draw the transparent border (AA). */
if (is_active_nurb != 0) {
output_line(offset * -2.0, vec4(colorActiveSpline.rgb, 0.0));
}
EndPrimitive();
}
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