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/* This shader is only used for edge selection & sculpt mode wires (because of indexed drawing). */
layout(triangles) in;
#ifdef SELECT_EDGES
layout(line_strip, max_vertices = 6) out;
#else
layout(triangle_strip, max_vertices = 3) out;
#endif
in float facing_g[];
in float edgeSharpness_g[];
#ifndef SELECT_EDGES
out float facing;
out vec3 barycentric;
flat out vec3 edgeSharpness;
#endif
void vert_from_gl_in(int v)
{
gl_Position = gl_in[v].gl_Position;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_set_clip_distance(gl_in[v].gl_ClipDistance);
#endif
}
void main(void)
{
#ifdef SELECT_EDGES
const float edge_select_threshold = 0.3;
if (edgeSharpness_g[0] > edge_select_threshold) {
vert_from_gl_in(0);
EmitVertex();
vert_from_gl_in(1);
EmitVertex();
EndPrimitive();
}
if (edgeSharpness_g[1] > edge_select_threshold) {
vert_from_gl_in(1);
EmitVertex();
vert_from_gl_in(2);
EmitVertex();
EndPrimitive();
}
if (edgeSharpness_g[2] > edge_select_threshold) {
vert_from_gl_in(2);
EmitVertex();
vert_from_gl_in(0);
EmitVertex();
EndPrimitive();
}
#else
/* Originally was:
* edgeSharpness = vec3(edgeSharpness_g[0], edgeSharpness_g[1], edgeSharpness_g[2]);
*
* But that strangely does not work for some AMD GPUs.
* However since this code is currently only used for sculpt mode
* and in this mode the `edgeSharpness_g` is not calculated,
* let's simply set all to 1.0.
*/
edgeSharpness = vec3(1.0);
barycentric = vec3(1.0, 0.0, 0.0);
vert_from_gl_in(0);
facing = facing_g[0];
EmitVertex();
barycentric = vec3(0.0, 1.0, 0.0);
vert_from_gl_in(1);
facing = facing_g[1];
EmitVertex();
barycentric = vec3(0.0, 0.0, 1.0);
vert_from_gl_in(2);
facing = facing_g[2];
EmitVertex();
EndPrimitive();
#endif /* SELECT_EDGES */
}
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