Edit Mesh: Add workaround for system that does not support wide lines
This adds a new geometry shader (specific to edit mesh for now) that reproduces the effect of glLineWidth > 1.0, since this is not supported on all platform. This fix could be generalized to other shaders later.
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@ -270,6 +270,7 @@ data_to_c_simple(modes/shaders/armature_dof_vert.glsl SRC)
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data_to_c_simple(modes/shaders/edit_mesh_overlay_common_lib.glsl SRC)
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data_to_c_simple(modes/shaders/edit_mesh_overlay_frag.glsl SRC)
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data_to_c_simple(modes/shaders/edit_mesh_overlay_vert.glsl SRC)
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data_to_c_simple(modes/shaders/edit_mesh_overlay_geom.glsl SRC)
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data_to_c_simple(modes/shaders/edit_mesh_overlay_mix_frag.glsl SRC)
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data_to_c_simple(modes/shaders/edit_mesh_overlay_facefill_vert.glsl SRC)
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data_to_c_simple(modes/shaders/edit_mesh_overlay_facefill_frag.glsl SRC)
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@ -23,7 +23,7 @@
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#include "DRW_engine.h"
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#include "DRW_render.h"
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#include "GPU_shader.h"
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#include "GPU_extensions.h"
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#include "DNA_mesh_types.h"
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#include "DNA_view3d_types.h"
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@ -51,6 +51,7 @@ extern char datatoc_paint_weight_frag_glsl[];
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extern char datatoc_edit_mesh_overlay_common_lib_glsl[];
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extern char datatoc_edit_mesh_overlay_frag_glsl[];
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extern char datatoc_edit_mesh_overlay_vert_glsl[];
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extern char datatoc_edit_mesh_overlay_geom_glsl[];
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extern char datatoc_edit_mesh_overlay_mix_frag_glsl[];
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extern char datatoc_edit_mesh_overlay_facefill_vert_glsl[];
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extern char datatoc_edit_mesh_overlay_facefill_frag_glsl[];
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@ -192,6 +193,12 @@ static void EDIT_MESH_engine_init(void *vedata)
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});
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char *lib = BLI_string_joinN(world_clip_lib_or_empty, datatoc_common_globals_lib_glsl, datatoc_edit_mesh_overlay_common_lib_glsl);
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const bool use_geom_shader = GPU_max_line_width() <= 2.0f;
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const char *geom_sh_code[] = {lib, datatoc_edit_mesh_overlay_geom_glsl, NULL};
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if (!use_geom_shader) {
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geom_sh_code[0] = NULL;
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}
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const char *use_geom_def = use_geom_shader ? "#define USE_GEOM_SHADER\n" : "";
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sh_data->overlay_face = DRW_shader_create_from_arrays({
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.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
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.frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL},
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@ -200,17 +207,20 @@ static void EDIT_MESH_engine_init(void *vedata)
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sh_data->overlay_edge = DRW_shader_create_from_arrays({
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.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
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.frag = (const char *[]){lib, datatoc_edit_mesh_overlay_frag_glsl, NULL},
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.defs = (const char *[]){world_clip_def_or_empty, "#define EDGE\n", NULL},
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.defs = (const char *[]){world_clip_def_or_empty, use_geom_def, "#define EDGE\n", NULL},
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.geom = (use_geom_shader) ? geom_sh_code : NULL,
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});
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sh_data->overlay_edge_flat = DRW_shader_create_from_arrays({
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.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
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.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
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.defs = (const char *[]){world_clip_def_or_empty, "#define EDGE\n", "#define FLAT\n", NULL},
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.defs = (const char *[]){world_clip_def_or_empty, use_geom_def, "#define EDGE\n", "#define FLAT\n", NULL},
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.geom = (use_geom_shader) ? geom_sh_code : NULL,
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});
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sh_data->overlay_edge_deco = DRW_shader_create_from_arrays({
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.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
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.frag = (const char *[]){datatoc_gpu_shader_flat_color_frag_glsl, NULL},
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.defs = (const char *[]){world_clip_def_or_empty, "#define EDGE_DECORATION\n", "#define FLAT\n", NULL},
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.defs = (const char *[]){world_clip_def_or_empty, use_geom_def, "#define EDGE_DECORATION\n", "#define FLAT\n", NULL},
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.geom = (use_geom_shader) ? geom_sh_code : NULL,
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});
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sh_data->overlay_vert = DRW_shader_create_from_arrays({
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.vert = (const char *[]){lib, datatoc_edit_mesh_overlay_vert_glsl, NULL},
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@ -305,7 +315,6 @@ static DRWPass *edit_mesh_create_overlay_pass(
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grp = *r_face_shgrp = DRW_shgroup_create(face_sh, pass);
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DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
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DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
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DRW_shgroup_uniform_float(grp, "faceAlphaMod", face_alpha, 1);
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DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1);
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DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
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@ -322,6 +331,8 @@ static DRWPass *edit_mesh_create_overlay_pass(
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/* Edges */
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grp = *r_edge_deco_shgrp = DRW_shgroup_create(edge_deco_sh, pass);
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DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
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DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
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DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
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DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
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DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
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DRW_shgroup_uniform_float_copy(grp, "ofs", depth_ofs);
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@ -336,6 +347,8 @@ static DRWPass *edit_mesh_create_overlay_pass(
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grp = *r_edge_shgrp = DRW_shgroup_create(edge_sh, pass);
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DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo);
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DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
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DRW_shgroup_uniform_vec2(grp, "viewportSizeInv", DRW_viewport_invert_size_get(), 1);
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DRW_shgroup_uniform_float(grp, "edgeScale", edge_width_scale, 1);
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DRW_shgroup_uniform_ivec4(grp, "dataMask", data_mask, 1);
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DRW_shgroup_uniform_bool_copy(grp, "doEdges", do_edges);
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@ -0,0 +1,64 @@
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layout(lines) in;
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layout(triangle_strip, max_vertices = 4) out;
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uniform vec2 viewportSize;
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uniform vec2 viewportSizeInv;
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in VertexData {
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vec4 finalColor;
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#if defined(EDGE) && !defined(FLAT)
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int selectOveride;
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#endif
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} v[];
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#ifdef FLAT
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# define interp_col flat
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#else
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# define interp_col
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#endif
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interp_col out vec4 finalColor;
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#if defined(EDGE) && !defined(FLAT)
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flat out int selectOveride;
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#endif
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void do_vertex(const int i, vec2 offset)
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{
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finalColor = v[i].finalColor;
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#if defined(EDGE) && !defined(FLAT)
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selectOveride = v[0].selectOveride;
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#endif
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gl_Position = gl_in[i].gl_Position;
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gl_Position.xy += offset * gl_Position.w;
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EmitVertex();
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}
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void main()
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{
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vec2 ss_pos[2];
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ss_pos[0] = gl_in[0].gl_Position.xy / gl_in[0].gl_Position.w;
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ss_pos[1] = gl_in[1].gl_Position.xy / gl_in[1].gl_Position.w;
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vec2 line = ss_pos[0] - ss_pos[1];
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vec3 edge_ofs = sizeEdge * 2.0 * viewportSizeInv.xyy * vec3(1.0, 1.0, 0.0);
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#ifdef EDGE_DECORATION
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edge_ofs *= 3.0;
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if (finalColor.a == 0.0) {
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return;
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}
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#endif
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bool horizontal = abs(line.x) > abs(line.y);
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edge_ofs = (horizontal) ? edge_ofs.zyz : edge_ofs.xzz;
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do_vertex(0, edge_ofs.xy);
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do_vertex(0, -edge_ofs.xy);
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do_vertex(1, edge_ofs.xy);
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do_vertex(1, -edge_ofs.xy);
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EndPrimitive();
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}
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@ -17,13 +17,32 @@ in vec4 norAndFlag;
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# define vnor norAndFlag.xyz
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#endif
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#ifdef FLAT
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flat out vec4 finalColor;
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#ifdef USE_GEOM_SHADER
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# define qual_col
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# define qual_sel
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#else
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out vec4 finalColor;
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# ifdef EDGE
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flat out int selectOveride;
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# ifdef FLAT
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# define qual_col flat out
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# else
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# define qual_col out
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# endif
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# define qual_sel flat out
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#endif
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#ifdef USE_GEOM_SHADER
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out VertexData {
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#endif
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qual_col vec4 finalColor;
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#if defined(EDGE) && !defined(FLAT)
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qual_sel int selectOveride;
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#endif
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#ifdef USE_GEOM_SHADER
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} v;
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# define v(a) v.a
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#else
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# define v(a) a
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#endif
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void main()
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@ -41,7 +60,7 @@ void main()
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ivec4 m_data = data & dataMask;
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#if defined(VERT)
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finalColor = EDIT_MESH_vertex_color(m_data.y);
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v(finalColor) = EDIT_MESH_vertex_color(m_data.y);
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gl_PointSize = sizeVertex * 2.0;
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gl_Position.z -= 3e-5 * ((ProjectionMatrix[3][3] == 0.0) ? 1.0 : 0.0);
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/* Make selected and active vertex always on top. */
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@ -54,23 +73,23 @@ void main()
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#elif defined(EDGE)
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# ifdef FLAT
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finalColor = EDIT_MESH_edge_color_inner(m_data.y);
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v(finalColor) = EDIT_MESH_edge_color_inner(m_data.y);
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# else
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finalColor = EDIT_MESH_edge_vertex_color(m_data.y);
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selectOveride = (m_data.y & EDGE_SELECTED);
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v(finalColor) = EDIT_MESH_edge_vertex_color(m_data.y);
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v(selectOveride) = (m_data.y & EDGE_SELECTED);
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# endif
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#elif defined(EDGE_DECORATION)
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float crease = float(m_data.z) / 255.0;
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float bweight = float(m_data.w) / 255.0;
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finalColor = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, crease, bweight);
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v(finalColor) = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, crease, bweight);
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#elif defined(FACE)
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finalColor = EDIT_MESH_face_color(m_data.x);
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finalColor.a *= faceAlphaMod;
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v(finalColor) = EDIT_MESH_face_color(m_data.x);
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v(finalColor).a *= faceAlphaMod;
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#elif defined(FACEDOT)
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finalColor = EDIT_MESH_facedot_color(norAndFlag.w);
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v(finalColor) = EDIT_MESH_facedot_color(norAndFlag.w);
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/* Bias Facedot Z position in clipspace. */
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gl_Position.z -= 0.00035;
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gl_PointSize = sizeFaceDot;
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@ -87,12 +106,12 @@ void main()
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float facing = dot(view_vec, view_normal);
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facing = 1.0 - abs(facing) * 0.3;
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finalColor = mix(colorEditMeshMiddle, finalColor, facing);
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finalColor.a = 1.0;
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v(finalColor) = mix(colorEditMeshMiddle, v(finalColor), facing);
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v(finalColor).a = 1.0;
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# if defined(EDGE) && !defined(FLAT)
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/* Hack to blend color in pixel shader in case of overide. */
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finalColor.a = facing;
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v(finalColor).a = facing;
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# endif
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#endif
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