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blender-archive/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
Clément Foucault 14b0510d21 Edit Mesh Overlay: Fix floating point instability artifacts
This was visible when vertices were very close to the near clip plane.
2018-07-03 15:39:31 +02:00

123 lines
2.9 KiB
GLSL

/* Solid Wirefram implementation
* Mike Erwin, Clément Foucault */
/* This shader follows the principles of
* http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf */
/* This is not perfect. Only a subset of intel gpus are affected.
* This fix have some performance impact.
* TODO Refine the range to only affect GPUs. */
uniform float faceAlphaMod;
flat in vec3 edgesCrease;
flat in vec3 edgesBweight;
flat in vec4 faceColor;
flat in ivec3 flag;
#ifdef VERTEX_SELECTION
in vec3 vertexColor;
#endif
#ifdef VERTEX_FACING
in float facing;
#endif
flat in vec2 ssPos[3];
out vec4 FragColor;
/* Vertex flag is shifted and combined with the edge flag */
#define FACE_ACTIVE (1 << (2 + 8))
#define LARGE_EDGE_SIZE 3.0
/* Style Parameters in pixel */
void distToEdgeAndPoint(vec2 dir, vec2 ori, out float edge, out float point)
{
dir = normalize(dir.xy);
dir = vec2(-dir.y, dir.x);
vec2 of = gl_FragCoord.xy - ori;
point = sqrt(dot(of, of));
edge = abs(dot(dir, of));
}
void colorDist(vec4 color, float dist)
{
FragColor = (dist < 0) ? color : FragColor;
}
#ifdef ANTI_ALIASING
void colorDistEdge(vec4 color, float dist)
{
FragColor.rgb *= FragColor.a;
FragColor = mix(color, FragColor, clamp(dist, 0.0, 1.0));
FragColor.rgb /= max(1e-8, FragColor.a);
}
#else
#define colorDistEdge colorDist
#endif
void main()
{
vec3 e, p;
/* Step 1 : Computing Distances */
distToEdgeAndPoint((ssPos[1] - ssPos[0]) + 1e-8, ssPos[0], e.z, p.x);
distToEdgeAndPoint((ssPos[2] - ssPos[1]) + 1e-8, ssPos[1], e.x, p.y);
distToEdgeAndPoint((ssPos[0] - ssPos[2]) + 1e-8, ssPos[2], e.y, p.z);
/* Step 2 : coloring (order dependant) */
/* Face */
FragColor = faceColor;
FragColor.a *= faceAlphaMod;
/* Edges */
for (int v = 0; v < 3; ++v) {
if ((flag[v] & EDGE_EXISTS) != 0) {
/* Outer large edge */
float largeEdge = e[v] - sizeEdge * LARGE_EDGE_SIZE;
vec4 large_edge_color = EDIT_MESH_edge_color_outer(flag[v], (flag[0]& FACE_ACTIVE) != 0, edgesCrease[v], edgesBweight[v]);
if (large_edge_color.a != 0.0) {
colorDistEdge(large_edge_color, largeEdge);
}
/* Inner thin edge */
float innerEdge = e[v] - sizeEdge;
#ifdef ANTI_ALIASING
innerEdge += 0.4;
#endif
#ifdef VERTEX_SELECTION
colorDistEdge(vec4(vertexColor, 1.0), innerEdge);
#else
vec4 inner_edge_color = EDIT_MESH_edge_color_inner(flag[v], (flag[0]& FACE_ACTIVE) != 0);
colorDistEdge(inner_edge_color, innerEdge);
#endif
}
}
/* Points */
#ifdef VERTEX_SELECTION
for (int v = 0; v < 3; ++v) {
float size = p[v] - sizeVertex;
vec4 point_color = colorVertex;
point_color = ((flag[v] & EDGE_VERTEX_SELECTED) != 0) ? colorVertexSelect : point_color;
point_color = ((flag[v] & EDGE_VERTEX_ACTIVE) != 0) ? vec4(colorEditMeshActive.xyz, 1.0) : point_color;
colorDist(point_color, size);
}
#endif
#ifdef VERTEX_FACING
FragColor.a *= 1.0 - abs(facing) * 0.4;
#endif
/* don't write depth if not opaque */
if (FragColor.a == 0.0) discard;
}