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); 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 int v, const float texY, const mat2 rot) { rposition = vec3(rot * 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 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) { int vstep = (dist < flatDistance) ? 1 : profile.length() - 1; for (int v = 0; v < profile.length(); v += vstep) { doVertex(bpos, v, btexY, brot); doVertex(apos, v, atexY, arot); } EndPrimitive(); } } // End: Geometry shader only function )