overte-HifiExperiments/libraries/render-utils/src/drawWorkloadProxy.slv
2018-09-06 08:59:07 -07:00

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// drawWorkloadProxy.vert
// vertex shader
//
// Created by Sam Gateau on 6/29/2015.
// Copyright 2015 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/Transform.slh@>
<$declareStandardTransform()$>
<@include WorkloadResource.slh@>
<$declareWorkloadProxies()$>
layout(location=0) out vec4 varColor;
layout(location=1) out vec3 varTexcoord;
layout(location=2) out vec3 varEyePos;
void main(void) {
const vec4 UNIT_SPRITE[3] = vec4[3](
vec4(-1.0, -1.0, 0.0, 1.0),
vec4(3.0, -1.0, 0.0, 1.0),
vec4(-1.0, 3.0, 0.0, 1.0)
);
const int UNIT_SPRITE_INDICES[3] = int[3](
0, 1, 2
);
int proxyID = gl_VertexID / 3;
int vertexID = gl_VertexID - proxyID * 3;
vec4 spriteVert = UNIT_SPRITE[UNIT_SPRITE_INDICES[vertexID]];
WorkloadProxy proxy = getWorkloadProxy(proxyID);
vec4 proxyPosWorld = vec4(proxy.sphere.xyz, 1.0);
// standard transform, bring proxy in view space
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
vec4 proxyPosEye;
<$transformModelToEyePos(cam, obj, proxyPosWorld, proxyPosEye)$>
// Define the billboarded space
vec3 dirZ = -normalize(proxyPosEye.xyz);
vec3 dirX = normalize(cross(vec3(0.0, 1.0, 0.0), dirZ));
vec3 dirY = vec3(0.0, 1.0, 0.0);
vec4 pos = vec4(proxyPosEye.xyz + proxy.sphere.w * ( dirX * spriteVert.x + dirY * spriteVert.y /* + dirZ * spriteVert.z*/), 1.0);
varEyePos = pos.xyz;
varTexcoord = spriteVert.xyz;
<$transformEyeToClipPos(cam, pos, gl_Position)$>
// Convert region to color
int region = floatBitsToInt(proxy.region.x);
region = (0x000000FF & region);
varColor = vec4(REGION_COLOR[region].xyz, proxy.sphere.w);
if (region == 4) {
gl_Position = vec4(0.0);
}
}