overte-HifiExperiments/interface/resources/shaders/point_size.vert
2013-11-01 16:29:49 -07:00

49 lines
No EOL
2 KiB
GLSL

#version 120
attribute float voxelSizeIn;
varying float voxelSize;
uniform float viewportWidth;
uniform float viewportHeight;
void main(void) {
gl_FrontColor = gl_Color;
vec4 cornerOriginal = gl_Vertex;
vec4 corner = gl_ModelViewProjectionMatrix * gl_Vertex;
// I'm currently using the distance between the near bottom left corner and the far top right corner. That's not
// ideal for all possible angles of viewing of the voxel. I really should be using a lookup table to determine which
// corners to use.
//
// The effect with the current approach is that some "projections" are smaller than they should be, and we get a
// thinning effect. However, this may not matter when we actually switch to using cubes and points in concert.
//
vec4 farCornerVertex = gl_Vertex;
farCornerVertex += vec4(voxelSizeIn, voxelSizeIn, voxelSizeIn, 0.0);
vec4 farCorner = gl_ModelViewProjectionMatrix * farCornerVertex;
// math! If the w result is negative then the point is behind the viewer
vec2 cornerOnScreen = vec2(corner.x / corner.w, corner.y / corner.w);
if (corner.w < 0) {
cornerOnScreen.x = -cornerOnScreen.x;
cornerOnScreen.y = -cornerOnScreen.y;
}
vec2 farCornerOnScreen = vec2(farCorner.x / farCorner.w, farCorner.y / farCorner.w);
if (farCorner.w < 0) {
farCornerOnScreen.x = -farCornerOnScreen.x;
farCornerOnScreen.y = -farCornerOnScreen.y;
}
float voxelScreenWidth = abs(farCornerOnScreen.x - cornerOnScreen.x) * viewportWidth / 2.0;
float voxelScreenHeight = abs(farCornerOnScreen.y - cornerOnScreen.y) * viewportHeight / 2.0;
float voxelScreenLength = sqrt(voxelScreenHeight * voxelScreenHeight + voxelScreenWidth * voxelScreenWidth);
vec4 centerVertex = gl_Vertex;
float halfSizeIn = voxelSizeIn / 2;
centerVertex += vec4(halfSizeIn, halfSizeIn, halfSizeIn, 0.0);
vec4 center = gl_ModelViewProjectionMatrix * centerVertex;
gl_Position = center;
gl_PointSize = voxelScreenLength;
}