64 lines
1.3 KiB
GLSL
64 lines
1.3 KiB
GLSL
#version 330
|
|
|
|
layout(points) in;
|
|
layout(line_strip, max_vertices = 8) out;
|
|
|
|
uniform mat4 mvp;
|
|
uniform float scale;
|
|
uniform float offset;
|
|
uniform int rosy;
|
|
|
|
in vData {
|
|
vec3 normal;
|
|
vec3 tangent;
|
|
} vertices[];
|
|
|
|
out fData {
|
|
vec3 color;
|
|
} frag;
|
|
|
|
vec3 rotate60(vec3 d, vec3 n) {
|
|
return 0.866025403784439 * cross(n, d) + 0.5 * (d + n * dot(n, d));
|
|
}
|
|
|
|
void main() {
|
|
vec3 n = vertices[0].normal;
|
|
vec3 p = gl_in[0].gl_Position.xyz + offset*n;
|
|
vec3 q = vertices[0].tangent * scale;
|
|
|
|
frag.color = vec3(1.0);
|
|
gl_Position = mvp * vec4(p, 1.0);
|
|
EmitVertex();
|
|
gl_Position = mvp * vec4(p + q, 1.0);
|
|
EmitVertex();
|
|
EndPrimitive();
|
|
frag.color = vec3(0.0);
|
|
gl_Position = mvp * vec4(p, 1.0);
|
|
EmitVertex();
|
|
gl_Position = mvp * vec4(p - q, 1.0);
|
|
EmitVertex();
|
|
EndPrimitive();
|
|
|
|
if (rosy == 4) {
|
|
vec3 t = cross(n, q);
|
|
gl_Position = mvp * vec4(p - t, 1.0);
|
|
EmitVertex();
|
|
gl_Position = mvp * vec4(p + t, 1.0);
|
|
EmitVertex();
|
|
EndPrimitive();
|
|
} else if (rosy == 6) {
|
|
vec3 t1 = rotate60(q, n);
|
|
vec3 t2 = rotate60(q, -n);
|
|
gl_Position = mvp * vec4(p - t1, 1.0);
|
|
EmitVertex();
|
|
gl_Position = mvp * vec4(p + t1, 1.0);
|
|
EmitVertex();
|
|
EndPrimitive();
|
|
gl_Position = mvp * vec4(p - t2, 1.0);
|
|
EmitVertex();
|
|
gl_Position = mvp * vec4(p + t2, 1.0);
|
|
EmitVertex();
|
|
EndPrimitive();
|
|
}
|
|
}
|