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61 lines
1.8 KiB
Text
61 lines
1.8 KiB
Text
<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// Created by Bradley Austin Davis on 2016/07/05
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// Copyright 2013-2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include gpu/Transform.slh@>
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<@include render-utils/ShaderConstants.h@>
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<$declareStandardTransform()$>
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struct LineData {
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vec4 p1;
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vec4 p2;
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vec4 color;
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float width;
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};
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LAYOUT_STD140(binding=0) uniform LineDataBuffer {
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LineData _lineData;
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};
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layout(location=RENDER_UTILS_ATTR_COLOR) out vec4 _color;
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// the distance from the center in 'quad space'
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layout(location=0) out float distanceFromCenter;
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void main(void) {
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_color = _lineData.color;
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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vec4 p1eye, p2eye;
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<$transformModelToEyePos(cam, obj, _lineData.p1, p1eye)$>
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<$transformModelToEyePos(cam, obj, _lineData.p2, p2eye)$>
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p1eye /= p1eye.w;
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p2eye /= p2eye.w;
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// Find the line direction
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vec3 v1 = normalize(p1eye.xyz - p2eye.xyz);
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// Find the vector from the eye to one of the points
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vec3 v2 = normalize(p1eye.xyz);
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// The orthogonal vector is the cross product of these two
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vec3 orthogonal = cross(v1, v2) * _lineData.width;
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// Deteremine which end to emit based on the vertex id (even / odd)
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vec4 eye = mix(p2eye, p1eye, float(gl_VertexID % 2 == 0));
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// Add or subtract the orthogonal vector based on a different vertex ID
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// calculation
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distanceFromCenter = 1.0 - 2.0 * float(gl_VertexID < 2);
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eye.xyz += distanceFromCenter * orthogonal;
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// Finally, put the eyespace vertex into clip space
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<$transformEyeToClipPos(cam, eye, gl_Position)$>
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}
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