//----------------------------------------------------------------------------- // Point rendering shader // // Copyright 2016 Aleksey Egorov //----------------------------------------------------------------------------- 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); }