OpenGL: edge overlay shaders
As seen at #bcon16. These were produced quickly and probably need further work. SIMPLE variant draws triangle mesh edges. Based on this research: http://www2.imm.dtu.dk/pubdb/views/edoc_download.php/4884/pdf/imm4884.pdf http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf Non-SIMPLE variant can adjust thickness per edge. This can be used to draw only some edges, or accentuate some edges. Given the right inputs this is a general n-gon perimeter shader. Part of T49165
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@@ -162,6 +162,10 @@ data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_front_back_ortho_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_overlay_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_overlay_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_overlay_simple_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_edges_overlay_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
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@@ -95,7 +95,8 @@ typedef enum GPUBuiltinShader {
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GPU_SHADER_TEXT,
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GPU_SHADER_EDGES_FRONT_BACK_PERSP,
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GPU_SHADER_EDGES_FRONT_BACK_ORTHO,
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GPU_SHADER_EDGES_OVERLAY_SIMPLE,
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GPU_SHADER_EDGES_OVERLAY,
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/* for simple 2D drawing */
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GPU_SHADER_2D_UNIFORM_COLOR,
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GPU_SHADER_2D_FLAT_COLOR,
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@@ -82,6 +82,10 @@ extern char datatoc_gpu_shader_edges_front_back_persp_vert_glsl[];
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extern char datatoc_gpu_shader_edges_front_back_persp_geom_glsl[];
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extern char datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl[];
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extern char datatoc_gpu_shader_edges_front_back_ortho_vert_glsl[];
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extern char datatoc_gpu_shader_edges_overlay_vert_glsl[];
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extern char datatoc_gpu_shader_edges_overlay_geom_glsl[];
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extern char datatoc_gpu_shader_edges_overlay_simple_geom_glsl[];
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extern char datatoc_gpu_shader_edges_overlay_frag_glsl[];
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extern char datatoc_gpu_shader_text_vert_glsl[];
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extern char datatoc_gpu_shader_text_frag_glsl[];
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@@ -115,6 +119,8 @@ static struct GPUShadersGlobal {
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GPUShader *text;
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GPUShader *edges_front_back_persp;
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GPUShader *edges_front_back_ortho;
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GPUShader *edges_overlay_simple;
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GPUShader *edges_overlay;
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/* for drawing images */
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GPUShader *image_modulate_alpha_3D;
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GPUShader *image_rect_modulate_alpha_3D;
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@@ -697,6 +703,24 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
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NULL, NULL, NULL, 0, 0, 0);
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retval = GG.shaders.edges_front_back_ortho;
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break;
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case GPU_SHADER_EDGES_OVERLAY_SIMPLE:
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if (!GG.shaders.edges_overlay_simple)
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GG.shaders.edges_overlay_simple = GPU_shader_create(
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datatoc_gpu_shader_3D_vert_glsl,
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datatoc_gpu_shader_edges_overlay_frag_glsl,
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datatoc_gpu_shader_edges_overlay_simple_geom_glsl,
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NULL, NULL, 0, 0, 0);
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retval = GG.shaders.edges_overlay_simple;
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break;
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case GPU_SHADER_EDGES_OVERLAY:
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if (!GG.shaders.edges_overlay)
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GG.shaders.edges_overlay = GPU_shader_create(
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datatoc_gpu_shader_edges_overlay_vert_glsl,
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datatoc_gpu_shader_edges_overlay_frag_glsl,
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datatoc_gpu_shader_edges_overlay_geom_glsl,
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NULL, NULL, 0, 0, 0);
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retval = GG.shaders.edges_overlay;
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break;
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case GPU_SHADER_3D_IMAGE_MODULATE_ALPHA:
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if (!GG.shaders.image_modulate_alpha_3D)
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GG.shaders.image_modulate_alpha_3D = GPU_shader_create(
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@@ -994,6 +1018,16 @@ void GPU_shader_free_builtin_shaders(void)
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GG.shaders.edges_front_back_ortho = NULL;
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}
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if (GG.shaders.edges_overlay_simple) {
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GPU_shader_free(GG.shaders.edges_overlay_simple);
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GG.shaders.edges_overlay_simple = NULL;
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}
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if (GG.shaders.edges_overlay) {
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GPU_shader_free(GG.shaders.edges_overlay);
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GG.shaders.edges_overlay = NULL;
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}
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if (GG.shaders.image_modulate_alpha_3D) {
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GPU_shader_free(GG.shaders.image_modulate_alpha_3D);
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GG.shaders.image_modulate_alpha_3D = NULL;
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@@ -0,0 +1,20 @@
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#define SMOOTH 1
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const float transitionWidth = 1.0;
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uniform vec4 fillColor = vec4(0);
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uniform vec4 outlineColor = vec4(0,0,0,1);
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noperspective in vec3 distanceToOutline;
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out vec4 FragColor;
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void main() {
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float edgeness = min(min(distanceToOutline.x, distanceToOutline.y), distanceToOutline.z);
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#if SMOOTH
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FragColor = mix(outlineColor, fillColor, smoothstep(0, transitionWidth, edgeness));
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#else
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FragColor = (edgeness <= 0) ? outlineColor : fillColor;
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#endif
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}
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@@ -0,0 +1,67 @@
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layout(triangles) in;
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layout(triangle_strip, max_vertices=3) out;
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uniform float outlineWidth = 1.0;
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uniform vec2 viewportSize;
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in vec4 pos_xformed[];
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in float widthModulator[];
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noperspective out vec3 distanceToOutline;
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// project to screen space
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vec2 proj(int axis) {
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vec4 pos = pos_xformed[axis];
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return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
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}
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float dist(vec2 pos[3], int v) {
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// current vertex position
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vec2 vpos = pos[v];
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// endpoints of opposite edge
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vec2 e1 = pos[(v + 1) % 3];
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vec2 e2 = pos[(v + 2) % 3];
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float abs_det = length(cross(vec3(vpos - e1, 0), vec3(vpos - e2, 0))); // could simplify
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return abs_det / distance(e2, e1);
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}
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vec3 distance[3];
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void clearEdge(int v) {
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float distant = 10 * outlineWidth;
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for (int i = 0; i < 3; ++i)
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distance[i][v] += distant;
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}
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void modulateEdge(int v) {
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float offset = min(widthModulator[v],1) * outlineWidth;
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for (int i = 0; i < 3; ++i)
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distance[i][v] -= offset;
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}
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void main() {
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vec2 pos[3] = vec2[3](proj(0), proj(1), proj(2));
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for (int v = 0; v < 3; ++v)
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distance[v] = vec3(0);
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for (int v = 0; v < 3; ++v) {
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if (widthModulator[v] > 0) {
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distance[v][v] = dist(pos, v);
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modulateEdge(v);
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}
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}
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for (int v = 0; v < 3; ++v)
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if (widthModulator[v] <= 0)
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clearEdge(v);
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for (int v = 0; v < 3; ++v) {
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gl_Position = pos_xformed[v];
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distanceToOutline = distance[v];
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EmitVertex();
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}
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EndPrimitive();
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}
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@@ -0,0 +1,52 @@
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layout(triangles) in;
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layout(triangle_strip, max_vertices=3) out;
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uniform float outlineWidth = 1.0;
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uniform vec2 viewportSize;
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noperspective out vec3 distanceToOutline;
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// project to screen space
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vec2 proj(int axis) {
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vec4 pos = gl_in[axis].gl_Position;
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return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
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}
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float dist(vec2 pos[3], int v) {
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// current vertex position
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vec2 vpos = pos[v];
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// endpoints of opposite edge
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vec2 e1 = pos[(v + 1) % 3];
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vec2 e2 = pos[(v + 2) % 3];
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float abs_det = length(cross(vec3(vpos - e1, 0), vec3(vpos - e2, 0))); // could simplify
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return abs_det / distance(e2, e1);
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}
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vec3 distance[3];
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void modulateEdge(int v) {
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float offset = 0.5 * outlineWidth;
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for (int i = 0; i < 3; ++i)
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distance[i][v] -= offset;
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}
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void main() {
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vec2 pos[3] = vec2[3](proj(0), proj(1), proj(2));
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for (int v = 0; v < 3; ++v)
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distance[v] = vec3(0);
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for (int v = 0; v < 3; ++v) {
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distance[v][v] = dist(pos, v);
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modulateEdge(v);
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}
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for (int v = 0; v < 3; ++v) {
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gl_Position = gl_in[v].gl_Position;
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distanceToOutline = distance[v];
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EmitVertex();
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}
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EndPrimitive();
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}
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@@ -0,0 +1,13 @@
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//mat4 ModelViewProjectionMatrix;
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in vec3 pos;
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in float edgeWidthModulator;
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out vec4 pos_xformed;
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out float widthModulator;
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void main() {
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pos_xformed = gl_ModelViewProjectionMatrix * vec4(pos, 1.0);
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widthModulator = edgeWidthModulator;
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}
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