51 lines
1.6 KiB
Text
51 lines
1.6 KiB
Text
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#version 150 compatibility
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uniform bool smooth_points = true;
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uniform int illumination_mode = 1;
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uniform vec4 halo_color;
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in vec3 normal;
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in vec2 uv;
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in vec4 color;
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in vec3 position;
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in vec2 position_pixel;
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in float percentual_outline_start;
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in float percentual_halo_start;
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in float percentual_pixel_extent;
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in float percentual_splat_size;
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flat in int side;
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//layout pixel_center_integer in vec4 gl_FragCoord;
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vec4 doLighting(vec3 position, vec3 normal, vec4 diffuseMaterial);
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vec4 doTwoSidedLighting(vec3 position, vec3 normal, vec4 diffuseMaterial, int side);
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void main()
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{
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float l = length(uv);
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if (smooth_points && (l > percentual_splat_size))
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discard;
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float pixel_scale = 1.0 / percentual_pixel_extent;
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float outline_width = percentual_splat_size - percentual_outline_start - percentual_pixel_extent;
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if (outline_width < 0.01) {
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outline_width = 0.01;
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}
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float lambda_in = clamp(pixel_scale*(percentual_outline_start + percentual_pixel_extent - l), 0.0, 1.0);
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float lambda_out = clamp(pixel_scale*(l - percentual_splat_size), 0.0, 1.0);
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float lambda_line = clamp((percentual_splat_size - 0.5*percentual_pixel_extent - l)/outline_width, 0.0, 1.0);
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// illumination
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vec4 color_in = color;
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if (l > percentual_halo_start)
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color_in = halo_color;
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switch (illumination_mode) {
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case 1: color_in.rgb = doLighting(position, normal, color_in).rgb; break;
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case 2: color_in.rgb = doTwoSidedLighting(position, normal, color_in, side).rgb; break;
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}
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vec4 color_line = vec4(color_in.rgb, lambda_line*color_in.a);
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gl_FragColor = lambda_in * color_in + (1.0 - lambda_out - lambda_in) * color_line;
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}
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