Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
34 lines
765 B
GLSL
34 lines
765 B
GLSL
uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 ProjectionMatrix;
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uniform float pixsize; /* rv3d->pixsize */
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uniform int keep_size;
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uniform float objscale;
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uniform float pixfactor;
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in vec3 pos;
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in vec4 color;
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in float thickness;
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out vec4 finalColor;
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out float finalThickness;
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#define TRUE 1
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float defaultpixsize = pixsize * (1000.0 / pixfactor);
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void main(void)
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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finalColor = color;
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if (keep_size == TRUE) {
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finalThickness = thickness;
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}
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else {
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float size = (ProjectionMatrix[3][3] == 0.0) ? (thickness / (gl_Position.z * defaultpixsize)) :
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(thickness / defaultpixsize);
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finalThickness = max(size * objscale, 1.0);
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}
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}
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