//----------------------------------------------------------------------------- // Edge rendering shader // // Copyright 2016 Aleksey Egorov //----------------------------------------------------------------------------- const float feather = 0.5; attribute vec3 pos; attribute vec3 loc; attribute vec3 tan; uniform mat4 modelview; uniform mat4 projection; uniform float width; uniform float pixel; varying vec3 fragLoc; void main() { // get camera direction from modelview matrix vec3 dir = vec3(modelview[0].z, modelview[1].z, modelview[2].z); // calculate line contour extension basis for constant width and caps vec3 norm = normalize(cross(tan, dir)); norm = normalize(norm - dir * dot(dir, norm)); vec3 perp = normalize(cross(dir, norm)); // calculate line extension width considering antialiasing float ext = width + feather * pixel; // extend line contour vec3 vertex = pos; vertex += ext * loc.x * normalize(perp); vertex += ext * loc.y * normalize(norm); // write fragment location for calculating caps and antialiasing fragLoc = loc; // transform resulting vertex with modelview and projection matrices gl_Position = projection * modelview * vec4(vertex, 1.0); }