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blender-archive/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
Clément Foucault c5eceb3582 Cleanup: EditMode: Remove uneeded shader depth bias
The bias is done using the DRWView now, no need to double it.
2019-06-27 17:02:22 +02:00

80 lines
1.9 KiB
GLSL

uniform float faceAlphaMod;
uniform ivec4 dataMask = ivec4(0xFF);
in ivec4 data;
in vec3 pos;
#ifndef FACEDOT
in vec3 vnor;
#else
in vec4 norAndFlag;
# define vnor norAndFlag.xyz
#endif
out vec4 finalColor;
out vec4 finalColorOuter;
#ifdef USE_GEOM_SHADER
out int selectOveride;
#endif
void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
ivec4 m_data = data & dataMask;
#if defined(VERT)
finalColor = EDIT_MESH_vertex_color(m_data.y);
gl_PointSize = sizeVertex * 2.0;
/* Make selected and active vertex always on top. */
if ((data.x & VERT_SELECTED) != 0) {
gl_Position.z -= 1e-7;
}
if ((data.x & VERT_ACTIVE) != 0) {
gl_Position.z -= 1e-7;
}
#elif defined(EDGE)
# ifdef FLAT
finalColor = EDIT_MESH_edge_color_inner(m_data.y);
selectOveride = 1;
# else
finalColor = EDIT_MESH_edge_vertex_color(m_data.y);
selectOveride = (m_data.y & EDGE_SELECTED);
# endif
float crease = float(m_data.z) / 255.0;
float bweight = float(m_data.w) / 255.0;
finalColorOuter = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, crease, bweight);
#elif defined(FACE)
finalColor = EDIT_MESH_face_color(m_data.x);
finalColor.a *= faceAlphaMod;
#elif defined(FACEDOT)
finalColor = EDIT_MESH_facedot_color(norAndFlag.w);
/* Bias Facedot Z position in clipspace. */
gl_Position.z -= 0.00035;
gl_PointSize = sizeFaceDot;
#endif
#if !defined(FACE)
/* Facing based color blend */
vec3 vpos = point_world_to_view(world_pos);
vec3 view_normal = normalize(normal_object_to_view(vnor) + 1e-4);
vec3 view_vec = (ProjectionMatrix[3][3] == 0.0) ? normalize(vpos) : vec3(0.0, 0.0, 1.0);
float facing = dot(view_vec, view_normal);
facing = 1.0 - abs(facing) * 0.2;
finalColor.rgb = mix(colorEditMeshMiddle.rgb, finalColor.rgb, facing);
#endif
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
}