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gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl « shaders « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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uniform mat4 ModelViewProjectionMatrix;
#ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
#endif
uniform float size;
uniform float outlineWidth;

in vec3 pos;
out vec4 radii;

void main()
{
  vec4 pos_4d = vec4(pos, 1.0);
  gl_Position = ModelViewProjectionMatrix * pos_4d;
  gl_PointSize = size;

  // calculate concentric radii in pixels
  float radius = 0.5 * size;

  // start at the outside and progress toward the center
  radii[0] = radius;
  radii[1] = radius - 1.0;
  radii[2] = radius - outlineWidth;
  radii[3] = radius - outlineWidth - 1.0;

  // convert to PointCoord units
  radii /= size;

#ifdef USE_WORLD_CLIP_PLANES
  world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
#endif
}