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

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GLSL

uniform mat4 ViewProjectionMatrix;
uniform vec3 screenVecs[3];
/* ---- Instantiated Attrs ---- */
in float axis; /* position on the axis. [0.0-1.0] is X axis, [1.0-2.0] is Y, etc... */
in vec2 screenPos;
in vec3 colorAxis;
/* ---- Per instance Attrs ---- */
in mat4 InstanceModelMatrix;
in vec4 color;
flat out vec4 finalColor;
void main()
{
vec3 chosen_axis = InstanceModelMatrix[int(axis)].xyz;
vec3 y_axis = InstanceModelMatrix[1].xyz;
vec3 bone_loc = InstanceModelMatrix[3].xyz;
vec3 wpos = bone_loc + y_axis + chosen_axis * fract(axis);
vec3 spos = screenVecs[0].xyz * screenPos.x + screenVecs[1].xyz * screenPos.y;
/* Scale uniformly by axis length */
spos *= length(chosen_axis);
vec4 pos_4d = vec4(wpos + spos, 1.0);
gl_Position = ViewProjectionMatrix * pos_4d;
finalColor.rgb = mix(colorAxis, color.rgb, color.a);
finalColor.a = 1.0;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(pos_4d.xyz);
#endif
}