Welcome to mirror list, hosted at ThFree Co, Russian Federation.

gpu_shader_instance_edges_variying_color_geom.glsl « shaders « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: e26f419b8cd105f0f9c7a95000186c6e84f7caa6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57

// Draw "fancy" wireframe, displaying front-facing, back-facing and
// silhouette lines differently.
// Mike Erwin, April 2015

// After working with this shader a while, convinced we should make
// separate shaders for perpective & ortho. (Oct 2016)

// Due to perspective, the line segment's endpoints might disagree on
// whether the adjacent faces are front facing. This geometry shader
// decides which edge type to use if endpoints disagree.

uniform mat4 ProjectionMatrix;

uniform bool drawFront = true;
uniform bool drawBack = true;
uniform bool drawSilhouette = true;

layout(lines) in;
layout(line_strip, max_vertices = 2) out;

in vec4 MV_pos[];
in float edgeClass[];
in vec3 fCol[];

flat out vec4 finalColor;

void emitLine(vec4 color)
{
	gl_Position = ProjectionMatrix * MV_pos[0];
	EmitVertex();
	gl_Position = ProjectionMatrix * MV_pos[1];
	finalColor = color;
	EmitVertex();
	EndPrimitive();
}

void main()
{
	float finalEdgeClass = max(edgeClass[0], edgeClass[1]);

	if (finalEdgeClass > 0.0f) {
		// front-facing edge
		if (drawFront)
			emitLine(vec4(fCol[0], 0.75));
	}
	else if (finalEdgeClass < 0.0f) {
		// back-facing edge
		if (drawBack)
			emitLine(vec4(fCol[0], 0.5));
	}
	else {
		// exactly one face is front-facing, silhouette edge
		if (drawSilhouette)
			emitLine(vec4(fCol[0], 1.0));
	}
}