It was caused by Null normal if the vertex is at origin. Just add a small bias to avoid this case.
101 lines
2.4 KiB
GLSL
101 lines
2.4 KiB
GLSL
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uniform mat3 NormalMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 ModelMatrix;
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uniform float faceAlphaMod;
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uniform ivec4 dataMask = ivec4(0xFF);
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uniform float ofs;
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in ivec4 data;
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in vec3 pos;
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#ifndef FACEDOT
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in vec3 vnor;
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#else
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in vec4 norAndFlag;
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# define vnor norAndFlag.xyz
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#endif
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out vec4 finalColor;
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out vec4 finalColorOuter;
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#ifdef USE_GEOM_SHADER
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out int selectOveride;
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#endif
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void main()
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{
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#if !defined(FACE)
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mat4 projmat = ProjectionMatrix;
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projmat[3][2] -= ofs;
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gl_Position = projmat * (ModelViewMatrix * vec4(pos, 1.0));
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#else
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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#endif
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ivec4 m_data = data & dataMask;
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#if defined(VERT)
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finalColor = EDIT_MESH_vertex_color(m_data.y);
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gl_PointSize = sizeVertex * 2.0;
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gl_Position.z -= 3e-5 * ((ProjectionMatrix[3][3] == 0.0) ? 1.0 : 0.0);
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/* Make selected and active vertex always on top. */
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if ((data.x & VERT_SELECTED) != 0) {
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gl_Position.z -= 1e-7;
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}
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if ((data.x & VERT_ACTIVE) != 0) {
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gl_Position.z -= 1e-7;
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}
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#elif defined(EDGE)
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# ifdef FLAT
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finalColor = EDIT_MESH_edge_color_inner(m_data.y);
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selectOveride = 1;
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# else
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finalColor = EDIT_MESH_edge_vertex_color(m_data.y);
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selectOveride = (m_data.y & EDGE_SELECTED);
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# endif
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float crease = float(m_data.z) / 255.0;
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float bweight = float(m_data.w) / 255.0;
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finalColorOuter = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, crease, bweight);
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#elif defined(FACE)
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finalColor = EDIT_MESH_face_color(m_data.x);
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finalColor.a *= faceAlphaMod;
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#elif defined(FACEDOT)
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finalColor = EDIT_MESH_facedot_color(norAndFlag.w);
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/* Bias Facedot Z position in clipspace. */
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gl_Position.z -= 0.00035;
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gl_PointSize = sizeFaceDot;
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#endif
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#if !defined(FACE) && !defined(EDGE_DECORATION)
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/* Facing based color blend */
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vec4 vpos = ModelViewMatrix * vec4(pos, 1.0);
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vec3 view_normal = normalize(NormalMatrix * vnor + 1e-4);
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vec3 view_vec = (ProjectionMatrix[3][3] == 0.0)
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? normalize(vpos.xyz)
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: vec3(0.0, 0.0, 1.0);
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float facing = dot(view_vec, view_normal);
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facing = 1.0 - abs(facing) * 0.3;
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finalColor = mix(colorEditMeshMiddle, finalColor, facing);
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finalColor.a = 1.0;
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# if defined(EDGE) && !defined(FLAT)
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/* Hack to blend color in pixel shader in case of overide. */
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finalColor.a = facing;
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# endif
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#endif
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
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#endif
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}
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