52 lines
1.1 KiB
Text
52 lines
1.1 KiB
Text
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#version 150 compatibility
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#extension GL_EXT_geometry_shader4 : enable
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layout(points) in;
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layout(line_strip, max_vertices = 24) out;
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in mat4 PM[];
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in vec4 color_gs[];
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out vec4 color;
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int surface_side_handling(in vec3 position, inout vec3 normal, inout vec4 color);
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void emit_vertex(in vec4 p)
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{
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gl_Position = gl_ProjectionMatrix * p;
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EmitVertex();
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}
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void main()
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{
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color = color_gs[0];
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vec4 C0 = PM[0] * vec4(-0.5, -0.5, -0.5, 1.0);
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vec4 C1 = PM[0] * vec4(0.5, -0.5, -0.5, 1.0);
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vec4 C2 = PM[0] * vec4(-0.5, 0.5, -0.5, 1.0);
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vec4 C3 = PM[0] * vec4(0.5, 0.5, -0.5, 1.0);
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vec4 C4 = PM[0] * vec4(-0.5, -0.5, 0.5, 1.0);
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vec4 C5 = PM[0] * vec4(0.5, -0.5, 0.5, 1.0);
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vec4 C6 = PM[0] * vec4(-0.5, 0.5, 0.5, 1.0);
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vec4 C7 = PM[0] * vec4(0.5, 0.5, 0.5, 1.0);
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emit_vertex(C0);
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emit_vertex(C4);
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emit_vertex(C6);
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emit_vertex(C2);
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emit_vertex(C0);
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emit_vertex(C1);
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emit_vertex(C5);
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emit_vertex(C7);
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emit_vertex(C3);
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emit_vertex(C1);
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EndPrimitive();
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emit_vertex(C4);
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emit_vertex(C5);
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EndPrimitive();
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emit_vertex(C6);
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emit_vertex(C7);
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EndPrimitive();
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emit_vertex(C2);
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emit_vertex(C3);
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EndPrimitive();
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}
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