overte-HifiExperiments/libraries/entities-renderer/src/paintStroke.slv

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// <$_SCRIBE_FILENAME$>
// Generated on <$_SCRIBE_DATE$>
//
// Created by Eric Levin on 7/20/15.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Inputs.slh@>
<@include gpu/Color.slh@>
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
<@include paintStroke.slh@>
<$declarePolyLineBuffers()$>
<@if not HIFI_USE_FORWARD@>
layout(location=0) out vec3 _normalWS;
<@endif@>
layout(location=1) out vec2 _texCoord;
layout(location=2) out vec4 _color;
layout(location=3) out float _distanceFromCenter;
void main(void) {
PolylineVertex vertex = getPolylineVertex(gl_VertexID / 2);
float evenVertex = float(gl_VertexID % 2 == 0);
_texCoord = vec2(vertex.positionAndUCoord.w, mix(1.0, 0.0, evenVertex));
_color = color_sRGBAToLinear(vertex.color);
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
_distanceFromCenter = -1.0 + 2.0 * evenVertex;
vec4 position = vec4(vertex.positionAndUCoord.xyz, 1.0);
vec3 binormal = vertex.binormalAndHalfWidth.xyz;
if (_polylineData.faceCameraGlow.x != 0.0) {
vec4 posEye;
vec3 tangentEye;
<$transformModelToEyePos(cam, obj, position, posEye)$>
// See comment in RenderablePolyLineEntityItem.cpp: we actually pass in the tangent in faceCamera mode
<$transformModelToEyeDir(cam, obj, binormal, tangentEye)$>
// new normal faces the camera
vec3 normalEye = normalize(posEye.xyz);
vec3 binormalEye = normalize(cross(normalEye, tangentEye));
// Workaround for Nvidia driver bug
posEye.x += _distanceFromCenter * vertex.binormalAndHalfWidth.w * binormalEye.x;
posEye.y += _distanceFromCenter * vertex.binormalAndHalfWidth.w * binormalEye.y;
posEye.z += _distanceFromCenter * vertex.binormalAndHalfWidth.w * binormalEye.z;
<$transformEyeToClipPos(cam, posEye, gl_Position)$>
<@if not HIFI_USE_FORWARD@>
<$transformEyeToWorldDir(cam, normalEye, _normalWS)$>
<@endif@>
} else {
vec3 normal = vertex.normal.xyz;
position.xyz += _distanceFromCenter * vertex.binormalAndHalfWidth.w * binormal;
<$transformModelToClipPos(cam, obj, position, gl_Position)$>
<@if not HIFI_USE_FORWARD@>
<$transformModelToWorldDir(cam, obj, normal, _normalWS)$>
<@endif@>
}
}