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gpu_shader_edges_overlay_simple_geom.glsl « shaders « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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layout(triangles) in;
layout(triangle_strip, max_vertices=3) out;

uniform float outlineWidth = 1.0;
uniform vec2 viewportSize;

noperspective out vec3 distanceToOutline;

// project to screen space
vec2 proj(int axis) {
	vec4 pos = gl_in[axis].gl_Position;
	return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
}

float dist(vec2 pos[3], int v) {
	// current vertex position
	vec2 vpos = pos[v];
	// endpoints of opposite edge
	vec2 e1 = pos[(v + 1) % 3];
	vec2 e2 = pos[(v + 2) % 3];

	float abs_det = length(cross(vec3(vpos - e1, 0), vec3(vpos - e2, 0))); // could simplify
	return abs_det / distance(e2, e1);
}

vec3 distance[3];

void modulateEdge(int v) {
	float offset = 0.5 * outlineWidth;
	for (int i = 0; i < 3; ++i)
		distance[i][v] -= offset;
}

void main() {
	vec2 pos[3] = vec2[3](proj(0), proj(1), proj(2));

	for (int v = 0; v < 3; ++v)
		distance[v] = vec3(0);

	for (int v = 0; v < 3; ++v) {
		distance[v][v] = dist(pos, v);
		modulateEdge(v);
	}

	for (int v = 0; v < 3; ++v) {
		gl_Position = gl_in[v].gl_Position;
		distanceToOutline = distance[v];
		EmitVertex();
	}

	EndPrimitive();
}