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uniform mat4 ModelViewProjectionMatrix;
uniform vec4 edgeColor;
uniform vec4 selectColor;
in vec2 pos;
in int flag;
#ifdef SMOOTH_COLOR
noperspective out vec4 finalColor;
#else
flat out vec4 finalColor;
#endif
noperspective out vec2 stipple_pos;
flat out vec2 stipple_start;
/* TODO: Port drawing to draw manager and
* remove constants duplications. */
#define VERT_UV_SELECT (1 << 3)
#define EDGE_UV_SELECT (1 << 5)
void main()
{
#ifdef SMOOTH_COLOR
bool is_select = (flag & VERT_UV_SELECT) != 0;
#else
bool is_select = (flag & EDGE_UV_SELECT) != 0;
#endif
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
gl_Position.z = float(!is_select);
/* Avoid precision loss. */
stipple_start = stipple_pos = 500.0 + 500.0 * (gl_Position.xy / gl_Position.w);
finalColor = (is_select) ? selectColor : edgeColor;
}
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