CGII/framework/shader/cgv_gl/glsl/box.glgs

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2018-05-17 14:01:02 +00:00
#version 150 compatibility
#extension GL_EXT_geometry_shader4 : enable
layout(points) in;
layout(triangle_strip, max_vertices = 24) out;
in mat3 NM[];
in mat4 PM[];
in vec4 color_gs[];
out vec3 normal;
out vec4 color;
out vec3 position;
flat out int side;
int surface_side_handling(in vec3 position, inout vec3 normal, inout vec4 color);
void emit_face(in vec3 normal_in, in vec4 c0, in vec4 c1, in vec4 c2, in vec4 c3)
{
color = color_gs[0];
// compute eye space normal and first corner position
normal = normal_in;
position = c0.xyz;
// determine side in eye space
side = surface_side_handling(position, normal, color);
if (side == -1)
return;
// emit face
gl_Position = gl_ProjectionMatrix * c0;
EmitVertex();
position = c1.xyz;
gl_Position = gl_ProjectionMatrix * c1;
EmitVertex();
position = c2.xyz;
gl_Position = gl_ProjectionMatrix * c2;
EmitVertex();
position = c3.xyz;
gl_Position = gl_ProjectionMatrix * c3;
EmitVertex();
EndPrimitive();
}
void main()
{
vec4 C0 = PM[0] * vec4(-0.5, -0.5, -0.5, 1.0);
vec4 C1 = PM[0] * vec4(0.5, -0.5, -0.5, 1.0);
vec4 C2 = PM[0] * vec4(-0.5, 0.5, -0.5, 1.0);
vec4 C3 = PM[0] * vec4(0.5, 0.5, -0.5, 1.0);
vec4 C4 = PM[0] * vec4(-0.5, -0.5, 0.5, 1.0);
vec4 C5 = PM[0] * vec4(0.5, -0.5, 0.5, 1.0);
vec4 C6 = PM[0] * vec4(-0.5, 0.5, 0.5, 1.0);
vec4 C7 = PM[0] * vec4(0.5, 0.5, 0.5, 1.0);
emit_face(NM[0] * vec3(-1.0, 0.0, 0.0), C0, C4, C2, C6);
emit_face(NM[0] * vec3(1.0, 0.0, 0.0), C5, C1, C7, C3);
emit_face(NM[0] * vec3(0.0, -1.0, 0.0), C0, C1, C4, C5);
emit_face(NM[0] * vec3(0.0, 1.0, 0.0), C3, C2, C7, C6);
emit_face(NM[0] * vec3(0.0, 0.0, -1.0), C0, C2, C1, C3);
emit_face(NM[0] * vec3(0.0, 0.0, 1.0), C6, C4, C7, C5);
}