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-rw-r--r--gfx/gl/shaders/networkStraight.gs38
1 files changed, 37 insertions, 1 deletions
diff --git a/gfx/gl/shaders/networkStraight.gs b/gfx/gl/shaders/networkStraight.gs
index c2bfe3f..ccd456a 100644
--- a/gfx/gl/shaders/networkStraight.gs
+++ b/gfx/gl/shaders/networkStraight.gs
@@ -1,5 +1,14 @@
#version 330 core
+const float RAIL_HEIGHT = 250;
+const vec3[] profile = vec3[]( //
+ vec3(-1900.F, 0.F, 0.F), //
+ vec3(-608.F, 0.F, RAIL_HEIGHT), //
+ vec3(0, 0.F, RAIL_HEIGHT * .7F), //
+ vec3(608.F, 0.F, RAIL_HEIGHT), //
+ vec3(1900.F, 0.F, 0.F));
+const float[profile.length()] texturePos = float[](0, 0.34, 0.5, 0.65, 1);
+
flat in ivec3 apos[];
flat in ivec3 bpos[];
flat in mat2 rot[];
@@ -7,9 +16,36 @@ flat in float reps[];
flat in float dist[];
layout(points) in;
-layout(triangle_strip, max_vertices = 20) out;
+layout(triangle_strip, max_vertices = 10) out;
+
+uniform mat4 viewProjection;
+uniform ivec3 viewPoint;
+
+uniform int clipDistance = 5000000;
+uniform int flatDistance = 1000000;
+
+out vec2 texCoord;
+out vec3 rposition;
+
+void
+doEnd(const ivec3 end, int v, float texY)
+{
+ rposition = vec3(rot[0] * profile[v].xy, profile[v].z);
+ ivec3 vpos = end + ivec3(rposition);
+ gl_Position = viewProjection * vec4(vpos - viewPoint, 1);
+ texCoord = vec2(texturePos[v], texY);
+ EmitVertex();
+}
void
main()
{
+ if (dist[0] < clipDistance) {
+ int vstep = (dist[0] < flatDistance) ? 1 : profile.length() - 1;
+ for (int v = 0; v < profile.length(); v += vstep) {
+ doEnd(bpos[0], v, reps[0]);
+ doEnd(apos[0], v, 0);
+ }
+ EndPrimitive();
+ }
}