
layout(lines) in;
layout(triangle_strip, max_vertices = 4) out;

in vec4 finalColor[2];
in vec4 finalColorOuter[2];
in int selectOveride[2];

flat out vec4 finalColorOuter_f;
out vec4 finalColor_f;
noperspective out float edgeCoord_f;

void do_vertex(vec4 color, vec4 pos, float coord, vec2 offset)
{
  finalColor_f = color;
  edgeCoord_f = coord;
  gl_Position = pos;
  /* Multiply offset by 2 because gl_Position range is [-1..1]. */
  gl_Position.xy += offset * 2.0 * pos.w;
  /* Correct but fails due to an AMD compiler bug, see: T62792.
   * Do inline instead. */
#if 0
  world_clip_planes_set_clip_distance(gl_in[i].gl_ClipDistance);
#endif
  EmitVertex();
}

void main()
{
  vec2 ss_pos[2];

  /* Clip line against near plane to avoid deformed lines. */
  vec4 pos0 = gl_in[0].gl_Position;
  vec4 pos1 = gl_in[1].gl_Position;
  vec2 pz_ndc = vec2(pos0.z / pos0.w, pos1.z / pos1.w);
  bvec2 clipped = lessThan(pz_ndc, vec2(-1.0));
  if (all(clipped)) {
    /* Totally clipped. */
    return;
  }

  vec4 pos01 = pos0 - pos1;
  float ofs = abs((pz_ndc.y + 1.0) / (pz_ndc.x - pz_ndc.y));
  if (clipped.y) {
    pos1 += pos01 * ofs;
  }
  else if (clipped.x) {
    pos0 -= pos01 * (1.0 - ofs);
  }

  ss_pos[0] = pos0.xy / pos0.w;
  ss_pos[1] = pos1.xy / pos1.w;

  vec2 line = ss_pos[0] - ss_pos[1];
  line = abs(line) * sizeViewport.xy;

  finalColorOuter_f = finalColorOuter[0];
  float half_size = sizeEdge;
  /* Enlarge edge for flag display. */
  half_size += (finalColorOuter_f.a > 0.0) ? max(sizeEdge, 1.0) : 0.0;

#ifdef USE_SMOOTH_WIRE
  /* Add 1 px for AA */
  half_size += 0.5;
#endif

  vec3 edge_ofs = vec3(half_size * sizeViewportInv.xy, 0.0);

  bool horizontal = line.x > line.y;
  edge_ofs = (horizontal) ? edge_ofs.zyz : edge_ofs.xzz;

#ifdef USE_WORLD_CLIP_PLANES
  /* Due to an AMD glitch, this line was moved out of the `do_vertex`
   * function (see T62792). */
  world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance);
#endif
  do_vertex(finalColor[0], pos0, half_size, edge_ofs.xy);
  do_vertex(finalColor[0], pos0, -half_size, -edge_ofs.xy);

#ifdef USE_WORLD_CLIP_PLANES
  world_clip_planes_set_clip_distance(gl_in[1].gl_ClipDistance);
#endif
  vec4 final_color = (selectOveride[0] == 0) ? finalColor[1] : finalColor[0];
  do_vertex(final_color, pos1, half_size, edge_ofs.xy);
  do_vertex(final_color, pos1, -half_size, -edge_ofs.xy);

  EndPrimitive();
}
