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blender-archive/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl

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/* Solid Wirefram implementation
* Mike Erwin, Clément Foucault */
/* This shader follows the principles of
* http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf */
/* This is not perfect. Only a subset of intel gpus are affected.
* This fix have some performance impact.
* TODO Refine the range to only affect GPUs. */
uniform float faceAlphaMod;
flat in vec3 edgesCrease;
flat in vec3 edgesBweight;
flat in vec4 faceColor;
flat in int clipCase;
#ifdef VERTEX_SELECTION
in vec3 vertexColor;
#endif
#ifdef VERTEX_FACING
in float facing;
#endif
/* We use a vec4[2] interface to pass edge data
* (without fragmenting memory accesses)
*
* There are 2 cases :
*
* - Simple case : geometry shader return edge distances
* in the first 2 components of the first vec4.
* This needs noperspective interpolation.
* The rest is filled with vertex screen positions.
* eData2[0] actually contain v2
* eData2[1] actually contain v1
* eData2[2] actually contain v0
*
* - Hard case : two 2d edge corner are described by each
* vec4 as origin and direction. This is constant over
* the triangle and use to detect the correct case. */
noperspective in vec2 eData1;
flat in vec2 eData2[3];
/* Some intel Gpu seems to have memory alignement problems. So adding a padding int */
#ifdef GPU_INTEL
flat in ivec4 flag;
#else
flat in ivec3 flag;
#endif
out vec4 FragColor;
#define EDGE_EXISTS (1 << 0)
#define EDGE_ACTIVE (1 << 1)
#define EDGE_SELECTED (1 << 2)
#define EDGE_SEAM (1 << 3)
#define EDGE_SHARP (1 << 4)
/* Vertex flag is shifted and combined with the edge flag */
#define VERTEX_ACTIVE (1 << (0 + 8))
#define VERTEX_SELECTED (1 << (1 + 8))
#define FACE_ACTIVE (1 << (2 + 8))
/* Style Parameters in pixel */
/* Array to retrieve vert/edge indices */
const ivec3 clipEdgeIdx[6] = ivec3[6](
ivec3(1, 0, 2),
ivec3(2, 0, 1),
ivec3(2, 1, 0),
ivec3(2, 1, 0),
ivec3(2, 0, 1),
ivec3(1, 0, 2)
);
const ivec3 clipPointIdx[6] = ivec3[6](
ivec3(0, 1, 2),
ivec3(0, 2, 1),
ivec3(0, 2, 1),
ivec3(1, 2, 0),
ivec3(1, 2, 0),
ivec3(2, 1, 0)
);
const vec4 stipple_matrix[4] = vec4[4](
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vec4(1.0, 0.0, 0.0, 0.0),
vec4(0.0, 0.0, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0),
vec4(0.0, 0.0, 0.0, 0.0)
);
void colorDist(vec4 color, float dist)
{
FragColor = (dist < 0) ? color : FragColor;
}
float distToEdge(vec2 o, vec2 dir)
{
vec2 af = gl_FragCoord.xy - o;
float daf = dot(dir, af);
return sqrt(abs(dot(af, af) - daf * daf));
}
#ifdef ANTI_ALIASING
void colorDistEdge(vec4 color, float dist)
{
FragColor = mix(color, FragColor, clamp(dist, 0.0, 1.0));
}
#else
#define colorDistEdge colorDist
#endif
void main()
{
vec3 e, p;
/* Step 1 : Computing Distances */
if (clipCase == 0) {
e.xy = eData1;
/* computing missing distance */
vec2 dir = normalize(eData2[2] - eData2[1]);
e.z = distToEdge(eData2[2], dir);
p.x = distance(eData2[2], gl_FragCoord.xy);
p.y = distance(eData2[1], gl_FragCoord.xy);
p.z = distance(eData2[0], gl_FragCoord.xy);
}
else {
ivec3 eidxs = clipEdgeIdx[clipCase - 1];
ivec3 pidxs = clipPointIdx[clipCase - 1];
e[eidxs.x] = distToEdge(eData1, eData2[0]);
e[eidxs.y] = distToEdge(eData2[1], eData2[2]);
/* Three edges visible cases */
if (clipCase == 1 || clipCase == 2 || clipCase == 4) {
e[eidxs.z] = distToEdge(eData1, normalize(eData2[1] - eData1));
p[pidxs.y] = distance(eData2[1], gl_FragCoord.xy);
}
else {
e[eidxs.z] = 1e10; /* off screen */
p[pidxs.y] = 1e10; /* off screen */
}
p[pidxs.x] = distance(eData1, gl_FragCoord.xy);
p[pidxs.z] = 1e10; /* off screen */
}
/* Step 2 : coloring (order dependant) */
/* First */
FragColor = faceColor;
if ((flag[0] & FACE_ACTIVE) != 0) {
int x = int(gl_FragCoord.x) & 0x3; /* mod 4 */
int y = int(gl_FragCoord.y) & 0x3; /* mod 4 */
FragColor *= stipple_matrix[x][y];
}
else {
FragColor.a *= faceAlphaMod;
}
/* Edges */
for (int v = 0; v < 3; ++v) {
if ((flag[v] & EDGE_EXISTS) != 0) {
/* Outer large edge */
float largeEdge = e[v] - sizeEdge * 3.0;
vec4 large_edge_color = vec4(0.0);
large_edge_color = ((flag[v] & EDGE_SHARP) != 0) ? colorEdgeSharp : large_edge_color;
large_edge_color = (edgesCrease[v] > 0.0) ? vec4(colorEdgeCrease.rgb, edgesCrease[v]) : large_edge_color;
large_edge_color = (edgesBweight[v] > 0.0) ? vec4(colorEdgeBWeight.rgb, edgesBweight[v]) : large_edge_color;
large_edge_color = ((flag[v] & EDGE_SEAM) != 0) ? colorEdgeSeam : large_edge_color;
if (large_edge_color.a != 0.0) {
colorDistEdge(large_edge_color, largeEdge);
}
/* Inner thin edge */
float innerEdge = e[v] - sizeEdge;
#ifdef ANTI_ALIASING
innerEdge += 0.125;
#endif
#ifdef VERTEX_SELECTION
colorDistEdge(vec4(vertexColor, 1.0), innerEdge);
#else
vec4 inner_edge_color = colorWireEdit;
inner_edge_color = ((flag[v] & EDGE_SELECTED) != 0) ? colorEdgeSelect : inner_edge_color;
inner_edge_color = ((flag[v] & EDGE_ACTIVE) != 0) ? vec4(colorEditMeshActive.xyz, 1.0) : inner_edge_color;
colorDistEdge(inner_edge_color, innerEdge);
#endif
}
}
/* Points */
#ifdef VERTEX_SELECTION
for (int v = 0; v < 3; ++v) {
float size = p[v] - sizeVertex;
vec4 point_color = colorVertex;
point_color = ((flag[v] & VERTEX_SELECTED) != 0) ? colorVertexSelect : point_color;
point_color = ((flag[v] & VERTEX_ACTIVE) != 0) ? vec4(colorEditMeshActive.xyz, 1.0) : point_color;
colorDist(point_color, size);
}
#endif
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#ifdef VERTEX_FACING
FragColor.a *= 1.0 - abs(facing) * 0.4;
#endif
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/* don't write depth if not opaque */
if (FragColor.a == 0.0) discard;
}