When GLSL sources were first included in Blender they were treated as data (like blend files) and had no license header. Since then GLSL has been used for more sophisticated features (EEVEE & real-time compositing) where it makes sense to include licensing information. Add SPDX copyright headers to *.glsl files, matching headers used for C/C++, also include GLSL files in the license checking script. As leading C-comments are now stripped, added binary size of comments is no longer a concern. Ref !111247
24 lines
642 B
GLSL
24 lines
642 B
GLSL
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
|
|
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
|
|
|
|
void main()
|
|
{
|
|
#ifndef UNIFORM_ID
|
|
select_id = offset + index;
|
|
#endif
|
|
|
|
vec3 world_pos = point_object_to_world(pos);
|
|
vec3 view_pos = point_world_to_view(world_pos);
|
|
gl_Position = point_view_to_ndc(view_pos);
|
|
gl_PointSize = sizeVertex;
|
|
|
|
/* Offset Z position for retopology selection occlusion. */
|
|
gl_Position.z += get_homogenous_z_offset(view_pos.z, gl_Position.w, retopologyOffset);
|
|
|
|
view_clipping_distances(world_pos);
|
|
}
|