58 lines
1.2 KiB
GLSL
58 lines
1.2 KiB
GLSL
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#version 330
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layout(points) in;
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layout(triangle_strip, max_vertices = 4) out;
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uniform vec3 light_position;
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uniform mat4 proj, model, view;
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uniform float scale, inv_scale;
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uniform float show_uvs;
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uniform float point_size;
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in vData {
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vec3 normal;
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vec3 tangent;
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vec3 uv;
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vec4 color;
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} vertices[];
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out fData {
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vec3 to_eye;
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vec3 to_light;
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vec3 normal;
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vec2 texcoord;
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vec4 color;
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vec2 texcoord_point;
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} frag;
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const vec2 corners[4] = vec2[](vec2(0.0, 1.0), vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
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void main() {
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vec3 n = vertices[0].normal;
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vec3 s = vertices[0].tangent;
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vec3 t = cross(n, s);
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frag.normal = (model * (view * vec4(n, 0.0))).xyz;
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frag.color = vertices[0].color;
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for (int i=0; i<4; ++i) {
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vec2 corner = corners[i];
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vec3 d = s * (corner.x - 0.5) + t * (corner.y - 0.5);
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vec3 pos = gl_in[0].gl_Position.xyz + point_size * d;
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vec4 pos_camera = view * (model * vec4(pos, 1.0));
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frag.to_light = (view * vec4(light_position, 1.0)).xyz - pos_camera.xyz;
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frag.to_eye = -pos_camera.xyz;
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vec3 rel = pos - vertices[0].uv;
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frag.texcoord = vec2(
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dot(rel, s) * inv_scale,
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dot(rel, t) * inv_scale
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);
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frag.texcoord_point = corners[i];
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gl_Position = proj * pos_camera;
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EmitVertex();
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}
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EndPrimitive();
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}
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