53 lines
1.3 KiB
GLSL
53 lines
1.3 KiB
GLSL
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uniform mat4 ViewProjectionMatrix;
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uniform int pointSize = 2;
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uniform int frameCurrent;
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uniform int cacheStart;
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uniform bool showKeyFrames = true;
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uniform bool useCustomColor;
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uniform vec3 customColor;
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uniform int stepSize;
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in vec3 pos;
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in int flag;
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#define MOTIONPATH_VERT_SEL (1 << 0)
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#define MOTIONPATH_VERT_KEY (1 << 1)
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out vec4 finalColor;
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void main()
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{
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gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
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gl_PointSize = float(pointSize + 2);
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int frame = gl_VertexID + cacheStart;
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finalColor = (useCustomColor) ? vec4(customColor, 1.0) : vec4(1.0);
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/* Bias to reduce z fighting with the path */
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gl_Position.z -= 1e-4;
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if (gl_VertexID % stepSize == 0) {
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gl_PointSize = float(pointSize) + 4;
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}
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if (showKeyFrames) {
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if ((flag & MOTIONPATH_VERT_KEY) != 0) {
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gl_PointSize = float(pointSize + 5);
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finalColor = colorVertexSelect;
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/* Bias more to get these on top of regular points */
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gl_Position.z -= 1e-4;
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}
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/* Draw big green dot where the current frame is.
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* NOTE: this is only done when keyframes are shown, since this adds similar types of clutter
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*/
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if (frame == frameCurrent) {
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gl_PointSize = float(pointSize + 8);
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finalColor = colorCurrentFrame;
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/* Bias more to get these on top of keyframes */
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gl_Position.z -= 1e-4;
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}
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}
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}
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