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/* Solid Wirefram implementation
* Mike Erwin, Clément Foucault */
layout(lines) in;
layout(triangle_strip, max_vertices=4) out;
uniform mat4 ProjectionMatrix;
uniform mat4 ViewProjectionMatrixInverse;
uniform vec2 viewportSize;
in vec4 pPos[];
in ivec4 vData[];
#ifdef VERTEX_FACING
in float vFacing[];
#endif
/* these are the same for all vertices
* and does not need interpolation */
flat out vec3 edgesCrease;
flat out vec3 edgesBweight;
flat out vec4 faceColor;
flat out ivec3 flag;
#ifdef VERTEX_SELECTION
out vec3 vertexColor;
#endif
#ifdef VERTEX_FACING
out float facing;
#endif
/* See fragment shader */
flat out vec2 ssPos[3];
/* Some bugged AMD drivers need these global variables. See T55961 */
#ifdef VERTEX_SELECTION
vec3 vertex_color[3];
#endif
#ifdef VERTEX_FACING
float v_facing[3];
#endif
/* project to screen space */
vec2 proj(vec4 pos)
{
return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
}
void doVertex(int v, vec4 pos)
{
#ifdef VERTEX_SELECTION
vertexColor = vertex_color[v];
#endif
#ifdef VERTEX_FACING
facing = v_facing[v];
#endif
gl_Position = pos;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_set_clip_distance(gl_in[v].gl_ClipDistance);
#endif
EmitVertex();
}
void main()
{
/* Face */
faceColor = vec4(0.0);
/* Proj Vertex */
vec2 pos[2] = vec2[2](proj(pPos[0]), proj(pPos[1]));
/* little optimization use a vec4 to vectorize
* following operations */
vec4 dirs1, dirs2;
/* Edge normalized vector */
dirs1.xy = normalize(pos[1] - pos[0]);
/* perpendicular to dir */
dirs1.zw = vec2(-dirs1.y, dirs1.x);
/* Make it view independent */
dirs1 *= sizeEdgeFix / viewportSize.xyxy;
dirs2 = dirs1;
/* Perspective */
if (ProjectionMatrix[3][3] == 0.0) {
dirs1 *= pPos[0].w;
dirs2 *= pPos[1].w;
}
#ifdef VERTEX_SELECTION
vertex_color[0] = EDIT_MESH_vertex_color(vData[0].x).rgb;
vertex_color[1] = EDIT_MESH_vertex_color(vData[1].x).rgb;
#endif
#ifdef VERTEX_FACING
/* Weird but some buggy AMD drivers need this. */
v_facing[0] = vFacing[0];
v_facing[1] = vFacing[1];
#endif
/* Edge / Vert data */
ssPos[0] = ssPos[2] = pos[0];
ssPos[1] = pos[1];
flag[0] = flag[2] = (vData[0].x << 8);
flag[1] = (vData[1].x << 8);
doVertex(0, pPos[0] + vec4( dirs1.zw, 0.0, 0.0));
doVertex(0, pPos[0] + vec4(-dirs1.zw, 0.0, 0.0));
flag[2] |= vData[0].y;
edgesCrease[2] = vData[0].z / 255.0;
edgesBweight[2] = vData[0].w / 255.0;
doVertex(1, pPos[1] + vec4( dirs2.zw, 0.0, 0.0));
doVertex(1, pPos[1] + vec4(-dirs2.zw, 0.0, 0.0));
EndPrimitive();
}
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