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layout(lines_adjacency) in;
layout(line_strip, max_vertices = 2) out;
uniform mat4 ProjectionMatrix;
in vec4 pPos[];
in vec3 vPos[];
void main()
{
bool is_persp = (ProjectionMatrix[3][3] == 0.0);
vec3 view_vec = (is_persp) ? normalize(vPos[1]) : vec3(0.0, 0.0, -1.0);
vec3 v10 = vPos[0] - vPos[1];
vec3 v12 = vPos[2] - vPos[1];
vec3 v13 = vPos[3] - vPos[1];
vec3 n0 = cross(v12, v10);
vec3 n3 = cross(v13, v12);
float fac0 = dot(view_vec, n0);
float fac3 = dot(view_vec, n3);
/* If both adjacent verts are facing the camera the same way,
* then it isn't an outline edge. */
if (sign(fac0) == sign(fac3))
return;
/* Don't outline if concave edge. */
/* That would hide a lot of non useful edge but it flickers badly.
* TODO revisit later... */
// if (dot(n0, v13) > 0.01)
// return;
gl_Position = pPos[1]; EmitVertex();
gl_Position = pPos[2]; EmitVertex();
EndPrimitive();
}