solvespace/res/shaders/imesh_point.vert
EvilSpirit 6d2c2aecff Implement an OpenGL 2 renderer.
There are two main reasons to desire an OpenGL 2 renderer:
 1. Compatibility. The compatibility profile, ironically, does not
    offer a lot of compatibility, and our OpenGL 1 renderer will not
    run on Android, iOS, or WebGL.
 2. Performance. The immediate mode does not scale, and in fact
    becomes very slow with only a moderate amount of lines on screen,
    and only a somewhat large amount of triangles.

This commit implements a basic OpenGL 2 renderer that uses only
features from the (OpenGL 3.2) core profile. It is not yet faster
than the OpenGL 1 renderer, primarily because it uses a lot of small
draw calls.

This commit uses OpenGL 2 on Linux and Mac OS X directly (i.e. links
to the GL symbols from version 2+); on Windows this is impossible
with the default drivers, so for now OpenGL 1 is still used there.
2016-11-18 04:04:29 +00:00

41 lines
1.1 KiB
GLSL

//-----------------------------------------------------------------------------
// SolveSpace Point rendering shader
//
// Copyright 2016 Aleksey Egorov
//-----------------------------------------------------------------------------
#version 120
const float feather = 0.5;
attribute vec3 pos;
attribute vec2 loc;
uniform mat4 modelview;
uniform mat4 projection;
uniform float width;
uniform float pixel;
varying vec2 fragLoc;
void main() {
// get camera vectors from modelview matrix
vec3 u = vec3(modelview[0].x, modelview[1].x, modelview[2].x);
vec3 v = vec3(modelview[0].y, modelview[1].y, modelview[2].y);
// calculate point contour extension basis for constant width and caps
// calculate point extension width considering antialiasing
float ext = width + feather * pixel;
// extend point contour
vec3 vertex = pos;
vertex += ext * loc.x * normalize(u);
vertex += ext * loc.y * normalize(v);
// write fragment location for calculating caps and antialiasing
fragLoc = loc;
// transform resulting vertex with modelview and projection matrices
gl_Position = projection * modelview * vec4(vertex, 1.0);
}