Fix external outline Thickness (#14741)

* Fix external outline

* Format and values

* frag_color -> gl_FragColor

* Remove Transform3d& view_matrix

* Clarify rendering comments in 3DScene.cpp

Updated comments to clarify rendering process using stencil buffer.

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Co-authored-by: Ian Bassi <ian.bassi@outlook.com>
Co-authored-by: Noisyfox <timemanager.rick@gmail.com>
This commit is contained in:
Rodrigo Faselli
2026-07-16 22:04:36 -03:00
committed by GitHub
parent 979e56f1d0
commit 33909a51cd
11 changed files with 85 additions and 1 deletions

View File

@@ -14,6 +14,8 @@ uniform mat4 projection_matrix;
uniform mat3 view_normal_matrix;
uniform mat4 volume_world_matrix;
uniform SlopeDetection slope;
uniform bool is_outline;
uniform vec2 screen_size;
// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
uniform vec2 z_range;
@@ -48,6 +50,15 @@ void main()
world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0;
gl_Position = projection_matrix * position;
if (is_outline) {
vec3 n = normalize((view_normal_matrix * v_normal).xyz);
vec2 dir = normalize(n.xy);
if (dot(dir, dir) > 0.0) {
//set outline thickness
float px = 3.0;
gl_Position.xy += dir * (px * 2.0 / screen_size) * gl_Position.w;
}
}
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
color_clip_plane_dot = dot(world_pos, color_clip_plane);