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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-24 00:46:57 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-24 00:46:57 +0000 |
commit | 17aa6053e641d006649f94bb60a834ce945f351e (patch) | |
tree | b76f6fc642b749ee69d4be4b2e3f60e80c0ed7bc /gfx/gl/shaders/networkCommon.glsl | |
parent | Add traits wrapper for setting uniforms (diff) | |
parent | Fix network population of position in gBuffer (diff) | |
download | ilt-17aa6053e641d006649f94bb60a834ce945f351e.tar.bz2 ilt-17aa6053e641d006649f94bb60a834ce945f351e.tar.xz ilt-17aa6053e641d006649f94bb60a834ce945f351e.zip |
Merge remote-tracking branch 'origin/instanced-networks'
Diffstat (limited to 'gfx/gl/shaders/networkCommon.glsl')
-rw-r--r-- | gfx/gl/shaders/networkCommon.glsl | 43 |
1 files changed, 43 insertions, 0 deletions
diff --git a/gfx/gl/shaders/networkCommon.glsl b/gfx/gl/shaders/networkCommon.glsl new file mode 100644 index 0000000..0bc3c1c --- /dev/null +++ b/gfx/gl/shaders/networkCommon.glsl @@ -0,0 +1,43 @@ +uniform vec3[10] profile; +uniform float[10] texturePos; +uniform uint profileLength; + +uniform mat4 viewProjection; +uniform ivec3 viewPoint; + +uniform float clipDistance = 5000000; +uniform float flatDistance = 1000000; + +out vec2 texCoord; +out vec3 rposition; + +float +segDist(const ivec3 a, const ivec3 b) +{ + return min(distance(viewPoint, a), distance(viewPoint, b)); +} + +ifelse( + TYPE, .gs, + // Begin: Geometry shader only function + void doVertex(const ivec3 end, const uint v, const float texY, const mat2 rot) { + ivec3 vpos = end + ivec3(rot * profile[v].xy, profile[v].z); + rposition = vpos - viewPoint; + gl_Position = viewProjection * vec4(rposition, 1); + texCoord = vec2(texturePos[v], texY); + EmitVertex(); + } + + void doSeg(const float dist, const ivec3 apos, const ivec3 bpos, const float atexY, const float btexY, + const mat2 arot, const mat2 brot) { + if (dist < clipDistance) { + uint vstep = (dist < flatDistance) ? 1u : profileLength - 1u; + for (uint v = 0u; v < profileLength; v += vstep) { + doVertex(bpos, v, btexY, brot); + doVertex(apos, v, atexY, arot); + } + EndPrimitive(); + } + } + // End: Geometry shader only function +) |