[Bf-blender-cvs] [b1d04825e02] soc-2021-simulation-display: No new features implemented, added comments to overlay/shaders/vector_vert.glsl
soumya pochiraju
noreply at git.blender.org
Sat Jun 19 19:32:14 CEST 2021
Commit: b1d04825e0222803301304b913432c4af909eb11
Author: soumya pochiraju
Date: Wed Jun 16 14:26:27 2021 +0530
Branches: soc-2021-simulation-display
https://developer.blender.org/rBb1d04825e0222803301304b913432c4af909eb11
No new features implemented, added comments to overlay/shaders/vector_vert.glsl
===================================================================
M source/blender/draw/engines/overlay/shaders/vector_vert.glsl
===================================================================
diff --git a/source/blender/draw/engines/overlay/shaders/vector_vert.glsl b/source/blender/draw/engines/overlay/shaders/vector_vert.glsl
index 273dcc91d32..283230cfa78 100644
--- a/source/blender/draw/engines/overlay/shaders/vector_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/vector_vert.glsl
@@ -7,11 +7,11 @@ uniform vec3 colour;
flat out vec4 finalColor;
-vec3 verts[5] = vec3[5](vec3(0.0, 0.0, 0.0),
- vec3(0.0, 0.0, 0.0),
- vec3(0.0, 0.0, 0.0),
- vec3(0.0, 0.0, 0.0),
- vec3(0.0, 0.0, 0.0));
+vec3 verts[5] = vec3[5](vec3(0.0, 0.0, 0.0), //origin of arrow
+ vec3(0.0, 0.0, 0.0), //neck
+ vec3(0.0, 0.0, 0.0), //point on the right
+ vec3(0.0, 0.0, 0.0), //topmost point
+ vec3(0.0, 0.0, 0.0)); //point on the left
const int indices[6] = int[6](0,3,3,2,3,4);
@@ -22,14 +22,14 @@ void main() {
vec3 pos = vec3(0.0,0.0,0.0);
vec3 v = normalize(vector);
- vec4 dir = ViewMatrixInverse * vec4(0.0,0.0,-1.0,0.0);
- vec3 dir1 = normalize(cross(dir.xyz,v));
+ vec4 dir = ViewMatrixInverse * vec4(0.0,0.0,-1.0,0.0); //viewing direction
+ vec3 dir1 = normalize(cross(dir.xyz,v)); //perpendicular to view dir. and length of arrow
if(gl_VertexID % 6 != 0){
- verts[3] = v*length(vector)*scale + v*min_clamp;
- verts[1] = v*length(vector)*scale + v*min_clamp - v*0.2;
- verts[2] = verts[1] + dir1*0.0866;
- verts[4] = verts[1] - dir1*0.0866;
+ verts[3] = v*length(vector)*scale + v*min_clamp; //topmost point
+ verts[1] = v*length(vector)*scale + v*min_clamp - v*0.2; //neck
+ verts[2] = verts[1] + dir1*0.0866; //right side point of head
+ verts[4] = verts[1] - dir1*0.0866; //left side point of head
}
pos += verts[indices[gl_VertexID % 6]];
pos += objPosition;
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