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Add picking on other edge types #98
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,10 @@ | ||
#version 300 es | ||
precision highp float; | ||
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flat in vec4 fPickingColor; | ||
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out vec4 fragColor; | ||
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void main() { | ||
fragColor = fPickingColor; | ||
} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
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@@ -7,6 +7,9 @@ layout(location=3) in vec3 iControl; | |
layout(location=4) in uint iColorA; | ||
layout(location=5) in uint iColorB; | ||
layout(location=6) in vec2 iColorMix; | ||
layout(location=7) in uvec4 iPickingColor; | ||
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uniform bool uPicking; | ||
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uniform mat4 uViewMatrix; | ||
uniform mat4 uSceneMatrix; | ||
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@@ -19,6 +22,7 @@ uniform float uLineWidth; | |
uniform float uSegments; | ||
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flat out float fLineWidth; | ||
flat out vec4 fPickingColor; | ||
out vec3 vColor; | ||
out vec2 vProjectedPosition; | ||
out float vProjectedW; | ||
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@@ -35,6 +39,8 @@ vec3 bezier(vec3 p0, vec3 p1, vec3 p2, float t) { | |
} | ||
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void main() { | ||
fPickingColor = uPicking ? vec4(iPickingColor) / 255.0 : vec4(0.0); | ||
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// bezier works fine with 0 > t > 1 | ||
float t0 = aVertex.y / uSegments; | ||
float t1 = (aVertex.y + 1.0) / uSegments; | ||
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@@ -57,7 +63,7 @@ void main() { | |
vec2 normal = vec2(-direction.y, direction.x); | ||
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// calculate the pixel offset | ||
fLineWidth = uLineWidth * uPixelRatio; | ||
fLineWidth = (uPicking ? uLineWidth * 8. : uLineWidth) * uPixelRatio; | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. why the multiplication by 8? |
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float offsetWidth = fLineWidth + 0.5; | ||
vec4 offset = vec4(((aVertex.x * normal * offsetWidth) / uViewportSize) * b0Projected.w, 0.0, 0.0); | ||
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future: we should add some aliases so that we dont have these relative paths everywhere