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gpu_shader_instance_screen_aligned_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 ViewProjectionMatrix;
#ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
#endif
uniform vec3 screen_vecs[2];

/* ---- Instantiated Attrs ---- */
in vec3 pos; /* using Z as axis id */

/* ---- Per instance Attrs ---- */
in mat4 InstanceModelMatrix;
in vec3 color;
in float size;

flat out vec4 finalColor;

void main()
{
	vec3 offset = vec3(0.0);

#ifdef AXIS_NAME
	if (pos.z == 0.0)
		offset = vec3(1.125, 0.0, 0.0);
	else if (pos.z == 1.0)
		offset = vec3(0.0, 1.125, 0.0);
	else
		offset = vec3(0.0, 0.0, 1.125);
	offset *= size;
#endif

	vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y;
	vec4 pos_4d = InstanceModelMatrix * vec4(offset, 1.0) + vec4(screen_pos * size, 0.0);
	gl_Position = ViewProjectionMatrix * pos_4d;
	finalColor = vec4(color, 1.0);

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