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

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GLSL

in vec3 pos;
in vec4 nor; /* flag stored in w */
flat out vec4 finalColor;
void main()
{
#ifdef USE_SELECT
bool is_select = (nor.w > 0.0);
bool is_hidden = (nor.w < 0.0);
#else
bool is_select = false;
bool is_hidden = false;
#endif
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
/* Add offset in Z to avoid zfighting and render selected wires on top. */
/* TODO scale this bias using znear and zfar range. */
gl_Position.z -= (is_select ? 2e-4 : 1e-4);
if (is_hidden) {
gl_Position = vec4(-2.0, -2.0, -2.0, 1.0);
}
#ifdef VERTEX_MODE
vec4 colSel = colorEdgeSelect;
colSel.rgb = clamp(colSel.rgb - 0.2, 0.0, 1.0);
#else
const vec4 colSel = vec4(1.0, 1.0, 1.0, 1.0);
#endif
#ifdef USE_SELECT
finalColor = (is_select) ? colSel : colorWire;
finalColor.a = nor.w;
#else
# ifdef VERTEX_MODE
finalColor.xyz = colorWire.xyz;
finalColor.a = 1.0;
# else
/* Weight paint needs a light color to contrasts with dark weights. */
finalColor = vec4(1, 1, 1, 0.2);
# endif
#endif
/* Needed for Radeon (TM) RX 480 Graphics. */
#if defined(GPU_ATI)
gl_PointSize = sizeVertex * 2.0;
#endif
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
}