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- """
- Custom Shader for dotted 3D Line
- --------------------------------
- In this example the arc length (distance to the first point on the line) is calculated in every vertex.
- Between the vertex and fragment shader that value is automatically interpolated
- for all points that will be visible on the screen.
- In the fragment shader the ``sin`` of the arc length is calculated.
- Based on the result a decision is made on whether the fragment should be drawn or not.
- """
- import bpy
- import gpu
- from random import random
- from mathutils import Vector
- from gpu_extras.batch import batch_for_shader
- vertex_shader = '''
- uniform mat4 u_ViewProjectionMatrix;
- in vec3 position;
- in float arcLength;
- out float v_ArcLength;
- void main()
- {
- v_ArcLength = arcLength;
- gl_Position = u_ViewProjectionMatrix * vec4(position, 1.0f);
- }
- '''
- fragment_shader = '''
- uniform float u_Scale;
- in float v_ArcLength;
- void main()
- {
- if (step(sin(v_ArcLength * u_Scale), 0.5) == 1) discard;
- gl_FragColor = vec4(1.0);
- }
- '''
- coords = [Vector((random(), random(), random())) * 5 for _ in range(5)]
- arc_lengths = [0]
- for a, b in zip(coords[:-1], coords[1:]):
- arc_lengths.append(arc_lengths[-1] + (a - b).length)
- shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
- batch = batch_for_shader(
- shader, 'LINE_STRIP',
- {"position": coords, "arcLength": arc_lengths},
- )
- def draw():
- shader.bind()
- matrix = bpy.context.region_data.perspective_matrix
- shader.uniform_float("u_ViewProjectionMatrix", matrix)
- shader.uniform_float("u_Scale", 10)
- batch.draw(shader)
- bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')
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