<@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. // Copyright 2024 Overte e.V. // // 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; layout(location=3) out vec4 _prevPositionCS; vec4 getPosition(WorkloadProxy proxy, vec4 spriteVert, vec4 proxyPosEye) { 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); // Workaround for Nvidia driver bug vec4 pos = vec4(1.0, 1.0, 1.0, 1.0); pos.x = proxyPosEye.x + proxy.sphere.w * ( dirX.x * spriteVert.x + dirY.x * spriteVert.y + dirZ.x * spriteVert.z); pos.y = proxyPosEye.y + proxy.sphere.w * ( dirX.y * spriteVert.x + dirY.y * spriteVert.y + dirZ.y * spriteVert.z); pos.z = proxyPosEye.z + proxy.sphere.w * ( dirX.z * spriteVert.x + dirY.z * spriteVert.y + dirZ.z * spriteVert.z); return pos; //return vec4(proxyPosEye.xyz + proxy.sphere.w * (dirX * spriteVert.x + dirY * spriteVert.y /* + dirZ * spriteVert.z*/), 1.0); } 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; vec4 prevProxyPosEye; <$transformModelToEyePosAndPrevEyePos(cam, obj, proxyPosWorld, proxyPosEye, prevProxyPosEye)$> // Define the billboarded space vec4 pos = getPosition(proxy, spriteVert, proxyPosEye); vec4 prevPos = getPosition(proxy, spriteVert, prevProxyPosEye); varEyePos = pos.xyz; varTexcoord = spriteVert.xyz; <$transformEyeToClipPos(cam, pos, gl_Position)$> <$transformPrevEyeToPrevClipPos(cam, prevPos, _prevPositionCS)$>; // Convert region to color int region = floatBitsToInt(proxy.region.x); region = (0x000000FF & region); varColor = vec4(REGION_COLOR[region].xyz, proxy.sphere.w); gl_Position = mix(gl_Position, vec4(0.0), float(region == 4)); }