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uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
in vec3 pos;
in vec4 nor; /* flag stored in w */
flat out vec4 finalColor;
void main()
{
#ifdef USE_SELECT
bool is_select = (nor.w > 0.0);
bool is_hidden = (nor.w < 0.0);
#else
bool is_select = false;
bool is_hidden = false;
#endif
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
/* Add offset in Z to avoid zfighting and render selected wires on top. */
/* TODO scale this bias using znear and zfar range. */
gl_Position.zw -= exp2(-20.0) * (is_select ? 2.0 : 1.0);
if (is_hidden) {
gl_Position = vec4(-2.0, -2.0, -2.0, 1.0);
}
#ifdef VERTEX_MODE
vec4 colSel = colorEdgeSelect;
colSel.rgb = clamp(colSel.rgb - 0.2, 0.0, 1.0);
#else
const vec4 colSel = vec4(1.0, 1.0, 1.0, 1.0);
#endif
finalColor = (is_select) ? colSel : colorWire;
finalColor.a = nor.w;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
}
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