#version 150 compatibility out SphereData { vec2 q_tilde; float inv_e; vec3 nml_e_eye; vec3 nml_v_eye; vec2 zw_e_clip; vec2 zw_v_clip; vec3 v_eye; } Vout; void generate_vertex(in vec3 center, in float radius, in vec2 t, in vec3 m_tilde, in vec3 x_tilde, in vec3 y_tilde, in vec3 e_tilde) { Vout.q_tilde = t; // compute the corner point in homogeneous object coordinates vec3 V_tilde = m_tilde + t.x*x_tilde + t.y*y_tilde; vec4 V = vec4(radius*V_tilde + center, 1.0); // compute vector from eye to vertex in eye space Vout.v_eye = (gl_ModelViewMatrix*V).xyz; gl_Position = gl_ModelViewProjectionMatrix * V; // compute components to compute normal in eye space Vout.nml_v_eye = gl_NormalMatrix*(V_tilde - e_tilde); Vout.zw_v_clip = gl_Position.zw - Vout.zw_e_clip; EmitVertex(); } void cover_sphere_with_quad(in vec3 center, in float radius) { float inv_R = 1.0 / radius; // determine eye point in parameter space vec3 e_tilde = inv_R*(gl_ModelViewMatrixInverse[3].xyz - center); // compute helper float inv_e_square = 1.0 / dot(e_tilde, e_tilde); Vout.inv_e = sqrt(inv_e_square); // determine silhoutte center in parameter space vec3 m_tilde = inv_e_square*e_tilde; // determine radius of silhouette in parameter space float r = sqrt(1.0 - inv_e_square); // compute vector x of length r orthogonal to e in parameter space vec3 x_tilde = r*normalize(cross(gl_ModelViewMatrixInverse[1].xyz, e_tilde)); // compute vector y of length r orthogonal to x and e in parameter space vec3 y_tilde = r*normalize(cross(e_tilde, x_tilde)); // compute components to compute normal in eye space Vout.nml_e_eye = gl_NormalMatrix*(e_tilde); // constant part of depth value Vout.zw_e_clip = (gl_ModelViewProjectionMatrix * gl_ModelViewMatrixInverse[3]).zw; generate_vertex(center, radius, vec2(-1.0, -1.0), m_tilde, x_tilde, y_tilde, e_tilde); generate_vertex(center, radius, vec2( 1.0, -1.0), m_tilde, x_tilde, y_tilde, e_tilde); generate_vertex(center, radius, vec2(-1.0, 1.0), m_tilde, x_tilde, y_tilde, e_tilde); generate_vertex(center, radius, vec2( 1.0, 1.0), m_tilde, x_tilde, y_tilde, e_tilde); EndPrimitive(); }