32 lines
750 B
GLSL
32 lines
750 B
GLSL
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uniform mat4 ModelViewProjectionMatrix;
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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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bool is_select = (nor.w > 0.0);
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bool is_hidden = (nor.w < 0.0);
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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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.zw -= exp2(-20.0) * (is_select ? 2.0 : 1.0);
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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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#ifdef VERTEX_MODE
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vec4 colSel = colorEdgeSelect;
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colSel.rgb = clamp(colSel.rgb - 0.2, 0.0, 1.0);
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#else
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const vec4 colSel = vec4(1.0, 1.0, 1.0, 1.0);
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#endif
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finalColor = (is_select) ? colSel : colorWire;
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finalColor.a = nor.w;
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}
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