Differential D16125 Diff 56366 source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl
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source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl
| #pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) | #pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(common_view_lib.glsl) | #pragma BLENDER_REQUIRE(common_view_lib.glsl) | ||||
| void main() | void main() | ||||
| { | { | ||||
| mat3 imat = mat3(ModelMatrixInverse); | mat3 imat = mat3(ModelMatrixInverse); | ||||
| vec3 right = normalize(imat * screenVecs[0].xyz); | vec3 right = normalize(imat * screenVecs[0].xyz); | ||||
| vec3 up = normalize(imat * screenVecs[1].xyz); | vec3 up = normalize(imat * screenVecs[1].xyz); | ||||
| vec3 screen_pos = (right * pos.x + up * pos.z) * size; | vec3 screen_pos = (right * pos.x + up * pos.z) * size; | ||||
| vec4 pos_4d = ModelMatrix * vec4(local_pos + screen_pos, 1.0); | vec4 pos_4d = ModelMatrix * vec4(local_pos + screen_pos, 1.0); | ||||
| gl_Position = drw_view.persmat * pos_4d; | gl_Position = drw_view.winmat * (drw_view.viewmat * pos_4d); | ||||
| /* Manual stipple: one segment out of 2 is transparent. */ | /* Manual stipple: one segment out of 2 is transparent. */ | ||||
| finalColor = ((gl_VertexID & 1) == 0) ? colorSkinRoot : vec4(0.0); | finalColor = ((gl_VertexID & 1) == 0) ? colorSkinRoot : vec4(0.0); | ||||
| view_clipping_distances(pos_4d.xyz); | view_clipping_distances(pos_4d.xyz); | ||||
| } | } | ||||