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
53 lines
1.2 KiB
GLSL
53 lines
1.2 KiB
GLSL
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uniform mat3 NormalMatrix;
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uniform mat4 ViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform vec2 viewportSize;
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/* ---- Instantiated Attrs ---- */
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in vec3 pos;
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in vec3 snor;
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/* ---- Per instance Attrs ---- */
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in mat4 InstanceModelMatrix;
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in vec4 outlineColorSize;
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out vec4 pPos;
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out vec3 vPos;
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out vec2 ssPos;
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out vec2 ssNor;
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out vec4 vColSize;
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/* project to screen space */
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vec2 proj(vec4 pos)
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{
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return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
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}
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void main()
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{
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/* This is slow and run per vertex, but it's still faster than
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* doing it per instance on CPU and sending it on via instance attribute. */
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mat3 NormalMatrix = transpose(inverse(mat3(ViewMatrix * InstanceModelMatrix)));
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vec4 worldPosition = InstanceModelMatrix * vec4(pos, 1.0);
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vec4 viewpos = ViewMatrix * worldPosition;
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vPos = viewpos.xyz;
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pPos = ProjectionMatrix * viewpos;
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/* TODO FIX: there is still a problem with this vector
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* when the bone is scaled or in persp mode. But it's
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* barelly visible at the outline corners. */
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ssNor = normalize((NormalMatrix * snor).xy);
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ssPos = proj(pPos);
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vColSize = outlineColorSize;
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance(worldPosition.xyz);
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#endif
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}
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