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edit_mesh_overlay_facefill_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 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform ivec4 dataMask = ivec4(0xFF);

#ifdef USE_WORLD_CLIP_PLANES
uniform vec4 WorldClipPlanes[6];
uniform int  WorldClipPlanesLen;
#endif

in vec3 pos;
in ivec4 data;

flat out vec4 faceColor;

#define FACE_ACTIVE     (1 << 3)
#define FACE_SELECTED   (1 << 4)
#define FACE_FREESTYLE  (1 << 5)

void main()
{
	gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);

	ivec4 data_m = data & dataMask;

	if ((data_m.x & FACE_ACTIVE) != 0)
		faceColor = colorFaceSelect;
	else if ((data_m.x & FACE_SELECTED) != 0)
		faceColor = colorFaceSelect;
	else if ((data_m.x & FACE_FREESTYLE) != 0)
		faceColor = colorFaceFreestyle;
	else
		faceColor = colorFace;

#ifdef USE_WORLD_CLIP_PLANES
	{
		vec3 worldPosition = (ModelMatrix * vec4(pos, 1.0)).xyz;
		for (int i = 0; i < WorldClipPlanesLen; i++) {
			gl_ClipDistance[i] = dot(WorldClipPlanes[i].xyz, worldPosition) + WorldClipPlanes[i].w;
		}
	}
#endif
}