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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
)
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