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Line.vert fix for small units #7206

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Sep 20, 2024
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28 changes: 24 additions & 4 deletions src/webgl/shaders/line.vert
Original file line number Diff line number Diff line change
Expand Up @@ -90,13 +90,33 @@ void main() {

// Moving vertices slightly toward the camera
// to avoid depth-fighting with the fill triangles.
// This prevents popping effects due to half of
// A mix of scaling and offsetting is used based on distance
// Discussion here:
// https://github.com/processing/p5.js/issues/7200

// using a scale <1 moves the lines towards nearby camera
// in order to prevent popping effects due to half of
// the line disappearing behind the geometry faces.
float zDistance = -posp.z;
float distanceFactor = smoothstep(0.0, 800.0, zDistance);

// Discussed here:
// http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=252848
float scale = mix(1., 0.995, facingCamera);
float dynamicScale = mix(scale, 1.0, distanceFactor); // Closer = more scale, farther = less

posp.xyz = posp.xyz * dynamicScale;
posqIn.xyz = posqIn.xyz * dynamicScale;
posqOut.xyz = posqOut.xyz * dynamicScale;

// Moving vertices slightly toward camera when far away
// https://github.com/processing/p5.js/issues/6956
float zOffset = mix(-0.00045, -1., facingCamera);
posp.z -= zOffset;
posqIn.z -= zOffset;
posqOut.z -= zOffset;
float dynamicZAdjustment = mix(0.0, zOffset, distanceFactor); // Closer = less zAdjustment, farther = more

posp.z -= dynamicZAdjustment;
posqIn.z -= dynamicZAdjustment;
posqOut.z -= dynamicZAdjustment;

vec4 p = uProjectionMatrix * posp;
vec4 qIn = uProjectionMatrix * posqIn;
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