88 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			88 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
 | 
						|
layout(lines_adjacency) in;
 | 
						|
layout(triangle_strip, max_vertices = 6) out;
 | 
						|
 | 
						|
in vec4 pPos[];
 | 
						|
in vec3 vPos[];
 | 
						|
in vec2 ssPos[];
 | 
						|
in vec2 ssNor[];
 | 
						|
in vec4 vColSize[];
 | 
						|
 | 
						|
flat out vec4 finalColor;
 | 
						|
uniform mat4 ProjectionMatrix;
 | 
						|
uniform vec2 viewportSize;
 | 
						|
uniform float lineThickness = 2.0;
 | 
						|
 | 
						|
vec2 compute_dir(vec2 v0, vec2 v1)
 | 
						|
{
 | 
						|
	vec2 dir = normalize(v1 - v0);
 | 
						|
	dir = vec2(-dir.y, dir.x);
 | 
						|
	return dir;
 | 
						|
}
 | 
						|
 | 
						|
void emit_edge(vec2 edge_dir, vec2 hidden_dir, vec2 thick, bool is_persp)
 | 
						|
{
 | 
						|
	float fac = dot(-hidden_dir, edge_dir);
 | 
						|
 | 
						|
	vec2 t = thick * (is_persp ? abs(vPos[1].z) : 1.0);
 | 
						|
	gl_Position = pPos[1];
 | 
						|
	EmitVertex();
 | 
						|
	gl_Position.xy += t * edge_dir * sign(fac);
 | 
						|
	EmitVertex();
 | 
						|
 | 
						|
	t = thick * (is_persp ? abs(vPos[2].z) : 1.0);
 | 
						|
	gl_Position = pPos[2];
 | 
						|
	EmitVertex();
 | 
						|
	gl_Position.xy += t * edge_dir * sign(fac);
 | 
						|
	EmitVertex();
 | 
						|
}
 | 
						|
 | 
						|
void emit_corner(const int e, vec2 thick, bool is_persp)
 | 
						|
{
 | 
						|
	vec2 corner_dir = ssNor[e];
 | 
						|
	vec2 t = thick * (is_persp ? abs(vPos[e].z) : 1.0);
 | 
						|
 | 
						|
	gl_Position = pPos[e] + vec4(t * corner_dir, 0.0, 0.0);
 | 
						|
	EmitVertex();
 | 
						|
}
 | 
						|
 | 
						|
void main(void)
 | 
						|
{
 | 
						|
	finalColor = vec4(vColSize[0].rgb, 1.0);
 | 
						|
 | 
						|
	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. */
 | 
						|
	if (dot(n0, v13) > 0.0001)
 | 
						|
		return;
 | 
						|
 | 
						|
	vec2 thick = vColSize[0].w * (lineThickness / viewportSize);
 | 
						|
	vec2 edge_dir = compute_dir(ssPos[1], ssPos[2]);
 | 
						|
 | 
						|
	/* Take the farthest point to compute edge direction
 | 
						|
	 * (avoid problems with point behind near plane). */
 | 
						|
	vec2 hidden_point = (vPos[0].z < vPos[3].z) ? ssPos[0] : ssPos[3];
 | 
						|
	vec2 hidden_dir = normalize(hidden_point - ssPos[1]);
 | 
						|
 | 
						|
	emit_corner(1, thick, is_persp);
 | 
						|
	emit_edge(edge_dir, hidden_dir, thick, is_persp);
 | 
						|
	emit_corner(2, thick, is_persp);
 | 
						|
	EndPrimitive();
 | 
						|
}
 |