CGII/framework/shader/cgv_gl/glsl/group.glsl

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2018-05-17 14:01:02 +00:00
#version 150
uniform bool use_group_color;
uniform bool use_group_transformation;
uniform vec4 group_colors[250];
uniform vec3 group_translations[250];
uniform vec4 group_rotations[250];
vec4 group_color(in vec4 color, int group_index)
{
if (use_group_color) {
return group_colors[group_index];
}
else {
return color;
}
}
vec3 group_transformed_position(in vec3 position, int group_index)
{
if (use_group_transformation) {
vec4 q = group_rotations[group_index];
vec3 p = position.xyz;
vec3 image = cross(q.xyz, p);
return dot(p, q.xyz)*q.xyz + q.w*(q.w*p + 2.0 * image) + cross(q.xyz, image) + group_translations[group_index];
}
else {
return position;
}
}
vec3 group_transformed_normal(in vec3 nml, int group_index)
{
// apply group rotation to normal
if (use_group_transformation) {
vec4 q = group_rotations[group_index];
vec3 nml_image = cross(q.xyz, nml);
return dot(nml, q.xyz)*q.xyz + q.w*(q.w*nml + 2.0 * nml_image) + cross(q.xyz, nml_image);
}
else {
return nml;
}
}
void group_transform_normal_matrix(inout mat3 NM, int group_index)
{
// apply group rotation to normal
if (use_group_transformation) {
vec4 q = group_rotations[group_index];
vec3 x = vec3(1.0, 0.0, 0.0);
vec3 tmp = cross(q.xyz, x);
x = NM * (dot(x, q.xyz)*q.xyz + q.w*(q.w*x + 2.0 * tmp) + cross(q.xyz, tmp));
vec3 y = vec3(0.0, 1.0, 0.0);
tmp = cross(q.xyz, y);
y = NM * (dot(y, q.xyz)*q.xyz + q.w*(q.w*y + 2.0 * tmp) + cross(q.xyz, tmp));
vec3 z = vec3(0.0, 0.0, 1.0);
tmp = cross(q.xyz, z);
z = NM * (dot(z, q.xyz)*q.xyz + q.w*(q.w*z + 2.0 * tmp) + cross(q.xyz, tmp));
NM[0] = x;
NM[1] = y;
NM[2] = z;
}
}
void group_transform_position_matrix(inout mat4 PM, int group_index)
{
// apply group rotation to normal
if (use_group_transformation) {
vec4 q = group_rotations[group_index];
mat3 PM3 = mat3(PM);
vec3 x = vec3(1.0, 0.0, 0.0);
vec3 tmp = cross(q.xyz, x);
x = PM3 * (dot(x, q.xyz)*q.xyz + q.w*(q.w*x + 2.0 * tmp) + cross(q.xyz, tmp));
vec3 y = vec3(0.0, 1.0, 0.0);
tmp = cross(q.xyz, y);
y = PM3 * (dot(y, q.xyz)*q.xyz + q.w*(q.w*y + 2.0 * tmp) + cross(q.xyz, tmp));
vec3 z = vec3(0.0, 0.0, 1.0);
tmp = cross(q.xyz, z);
z = PM3 * (dot(z, q.xyz)*q.xyz + q.w*(q.w*z + 2.0 * tmp) + cross(q.xyz, tmp));
vec4 t = PM * vec4(group_translations[group_index], 1.0);
PM[0].xyz = x;
PM[1].xyz = y;
PM[2].xyz = z;
PM[3] = t;
}
}