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path: root/gfx/gl/shaders/networkCurve.gs
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Diffstat (limited to 'gfx/gl/shaders/networkCurve.gs')
-rw-r--r--gfx/gl/shaders/networkCurve.gs29
1 files changed, 28 insertions, 1 deletions
diff --git a/gfx/gl/shaders/networkCurve.gs b/gfx/gl/shaders/networkCurve.gs
index c504df3..82d8c59 100644
--- a/gfx/gl/shaders/networkCurve.gs
+++ b/gfx/gl/shaders/networkCurve.gs
@@ -4,6 +4,8 @@ flat in ivec3 apos[];
flat in ivec3 bpos[];
flat in ivec3 cpos[];
flat in float reps[];
+flat in float aangle[];
+flat in float bangle[];
layout(points) in;
layout(triangle_strip, max_vertices = 255) out;
@@ -12,8 +14,33 @@ const mat2 rot = mat2(1);
include(`networkCommon.glsl')
+mat2
+getRot(float angle)
+{
+ return mat2(cos(angle), sin(angle), -sin(angle), cos(angle));
+}
+
void
main()
{
- doSeg(0, apos[0], bpos[0], 0.f, reps[0], rot, rot);
+ float segs = floor(255 / (profile.length() * 2));
+ float radius = distance(cpos[0], apos[0]);
+ vec3 arcstep = vec3((bangle[0] - aangle[0]), // angle
+ reps[0], // texture
+ (bpos[0].z - apos[0].z)) // height
+ / segs;
+
+ ivec3 prevPos = apos[0];
+ mat2 prevRot = getRot(aangle[0]);
+ float prevTex = 0;
+ for (vec3 arc = arcstep; arc.y < reps[0] - 0.01; arc += arcstep) {
+ mat2 rot = getRot(arc.x + aangle[0]);
+ ivec3 pos = cpos[0] + ivec3(rot * vec2(radius, 0), arc.z);
+ float tex = arc.y;
+ doSeg(segDist(prevPos, pos), pos, prevPos, tex, prevTex, rot, prevRot);
+ prevPos = pos;
+ prevRot = rot;
+ prevTex = tex;
+ }
+ doSeg(segDist(prevPos, bpos[0]), bpos[0], prevPos, reps[0], prevTex, getRot(bangle[0]), prevRot);
}