Also use doxy style function reference `#` prefix chars when referencing identifiers.
39 lines
911 B
GLSL
39 lines
911 B
GLSL
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uniform bool useSelect;
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in vec3 pos;
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in vec4 nor; /* flag stored in w */
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flat out vec4 finalColor;
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void main()
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{
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GPU_INTEL_VERTEX_SHADER_WORKAROUND
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bool is_select = (nor.w > 0.0) && useSelect;
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bool is_hidden = (nor.w < 0.0) && useSelect;
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vec3 world_pos = point_object_to_world(pos);
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gl_Position = point_world_to_ndc(world_pos);
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/* Add offset in Z to avoid zfighting and render selected wires on top. */
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/* TODO: scale this bias using znear and zfar range. */
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gl_Position.z -= (is_select ? 2e-4 : 1e-4);
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if (is_hidden) {
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gl_Position = vec4(-2.0, -2.0, -2.0, 1.0);
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}
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const vec4 colSel = vec4(1.0);
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finalColor = (is_select) ? colSel : colorWire;
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/* Weight paint needs a light color to contrasts with dark weights. */
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if (!useSelect) {
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finalColor = vec4(1.0, 1.0, 1.0, 0.3);
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}
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance(world_pos);
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#endif
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}
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