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blender-archive/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl
Campbell Barton e12c08e8d1 ClangFormat: apply to source, most of intern
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
2019-04-17 06:21:24 +02:00

53 lines
1.2 KiB
GLSL

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