Requested by some users who prefer old wireframe precision. Smooth wires are still enabled by defaults as they don't have a noticeable perf impact. Application restart is needed for changes to take effects.
61 lines
1.5 KiB
GLSL
61 lines
1.5 KiB
GLSL
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layout(lines) in;
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layout(triangle_strip, max_vertices = 4) out;
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uniform vec2 viewportSize;
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uniform vec2 viewportSizeInv;
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uniform float edgeScale;
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in vec4 finalColor[2];
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in vec4 finalColorOuter[2];
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in int selectOveride[2];
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flat out vec4 finalColorOuter_f;
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out vec4 finalColor_f;
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out float edgeCoord_f;
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void do_vertex(const int i, float coord, vec2 offset)
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{
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finalColor_f = (selectOveride[0] == 0) ? finalColor[i] : finalColor[0];
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edgeCoord_f = coord;
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gl_Position = gl_in[i].gl_Position;
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/* Multiply offset by 2 because gl_Position range is [-1..1]. */
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gl_Position.xy += offset * 2.0 * gl_Position.w;
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_set_clip_distance(gl_in[i].gl_ClipDistance);
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#endif
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EmitVertex();
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}
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void main()
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{
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vec2 ss_pos[2];
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ss_pos[0] = gl_in[0].gl_Position.xy / gl_in[0].gl_Position.w;
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ss_pos[1] = gl_in[1].gl_Position.xy / gl_in[1].gl_Position.w;
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vec2 line = ss_pos[0] - ss_pos[1];
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line = abs(line) * viewportSize;
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finalColorOuter_f = finalColorOuter[0];
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float half_size = sizeEdge * edgeScale;
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/* Enlarge edge for flag display. */
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half_size += (finalColorOuter_f.a > 0.0) ? max(sizeEdge * edgeScale, 1.0) : 0.0;
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#ifdef USE_SMOOTH_WIRE
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/* Add 1 px for AA */
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half_size += 0.5;
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#endif
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vec3 edge_ofs = half_size * viewportSizeInv.xyy * vec3(1.0, 1.0, 0.0);
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bool horizontal = line.x > line.y;
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edge_ofs = (horizontal) ? edge_ofs.zyz : edge_ofs.xzz;
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do_vertex(0, half_size, edge_ofs.xy);
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do_vertex(0, -half_size, -edge_ofs.xy);
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do_vertex(1, half_size, edge_ofs.xy);
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do_vertex(1, -half_size, -edge_ofs.xy);
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EndPrimitive();
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}
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