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blender-archive/source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl

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GLSL

layout(lines_adjacency) in;
layout(line_strip, max_vertices = 2) out;
in vec4 pPos[];
in vec3 vPos[];
void vert_from_gl_in(int v)
{
gl_Position = pPos[v];
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_set_clip_distance(gl_in[v].gl_ClipDistance);
#endif
}
void main()
{
bool is_persp = (ProjectionMatrix[3][3] == 0.0);
vec3 view_vec = (is_persp) ? normalize(vPos[1]) : vec3(0.0, 0.0, -1.0);
vec3 v10 = vPos[0] - vPos[1];
vec3 v12 = vPos[2] - vPos[1];
vec3 v13 = vPos[3] - vPos[1];
vec3 n0 = cross(v12, v10);
vec3 n3 = cross(v13, v12);
float fac0 = dot(view_vec, n0);
float fac3 = dot(view_vec, n3);
/* If both adjacent verts are facing the camera the same way,
* then it isn't an outline edge. */
if (sign(fac0) == sign(fac3)) {
return;
}
/* Don't outline if concave edge. */
/* That would hide a lot of non useful edge but it flickers badly.
* TODO revisit later... */
// if (dot(n0, v13) > 0.01)
// return;
vert_from_gl_in(1);
EmitVertex();
vert_from_gl_in(2);
EmitVertex();
EndPrimitive();
}