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uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform mat3 NormalMatrix;
uniform vec2 wireStepParam;
vec3 get_edge_sharpness(vec3 wd)
{
bvec3 do_edge = greaterThan(wd, vec3(0.0));
bvec3 force_edge = equal(wd, vec3(1.0));
wd = clamp(wireStepParam.x * wd + wireStepParam.y, 0.0, 1.0);
return clamp(wd * vec3(do_edge) + vec3(force_edge), 0.0, 1.0);
}
float get_edge_sharpness(float wd)
{
bool do_edge = (wd > 0.0);
bool force_edge = (wd == 1.0);
wd = (wireStepParam.x * wd + wireStepParam.y);
return clamp(wd * float(do_edge) + float(force_edge), 0.0, 1.0);
}
/* Geometry shader version */
#if defined(SELECT_EDGES) || defined(USE_SCULPT)
in vec3 pos;
in vec3 nor;
in float wd; /* wiredata */
out float facing_g;
out float edgeSharpness_g;
void main()
{
# ifndef USE_SCULPT
edgeSharpness_g = get_edge_sharpness(wd);
# else
/* TODO approximation using normals. */
edgeSharpness_g = 1.0;
# endif
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
facing_g = normalize(NormalMatrix * nor).z;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
}
#else /* SELECT_EDGES */
/* Consecutive pos of the nth vertex
* Only valid for first vertex in the triangle.
* Assuming GL_FRIST_VERTEX_CONVENTION. */
in vec3 pos0;
in vec3 pos1;
in vec3 pos2;
in float wd0; /* wiredata */
in float wd1;
in float wd2;
in vec3 nor;
out float facing;
out vec3 barycentric;
flat out vec3 edgeSharpness;
void main()
{
int v_n = gl_VertexID % 3;
barycentric = vec3(equal(ivec3(2, 0, 1), ivec3(v_n)));
vec3 wb = vec3(wd0, wd1, wd2);
edgeSharpness = get_edge_sharpness(wb);
/* Don't generate any fragment if there is no edge to draw. */
vec3 pos = (!any(greaterThan(edgeSharpness, vec3(0.04))) && (v_n == 0)) ? pos1 : pos0;
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
facing = normalize(NormalMatrix * nor).z;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
}
#endif /* SELECT_EDGES */
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