#version 150 compatibility out EllipsoidData { 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 mat3 T, in mat3 inv_T, in vec2 t, in vec3 m_tilde, in vec3 x_tilde, in vec3 y_tilde, in vec3 e_tilde) { // set q coordinates of corner 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(T*V_tilde + center, 1.0); // compute vector from eye to vertex in eye space Vout.v_eye = (gl_ModelViewMatrix*V).xyz; // compute components to compute normal in eye space Vout.nml_v_eye = gl_NormalMatrix*(inv_T*(V_tilde - e_tilde)); gl_Position = gl_ModelViewProjectionMatrix * V; Vout.zw_v_clip = gl_Position.zw - Vout.zw_e_clip; EmitVertex(); } void cover_ellipsoid_with_quad(in vec3 center, in vec3 enc_T0, in vec3 enc_T1) { // decompress the matrix T mat3 T; T[0] = enc_T0; T[1].x = enc_T0.y; T[1].yz = enc_T1.xy; T[2].x = enc_T0.z; T[2].yz = enc_T1.yz; // invert the matrix T mat3 inv_T; float inv_denom = 1.0 / dot(T[0], cross(T[1], T[2])); inv_T[0] = inv_denom*cross(T[1], T[2]); inv_T[1] = inv_denom*cross(T[2], T[0]); inv_T[2] = inv_denom*cross(T[0], T[1]); // determine eye point in parameter space vec3 e = gl_ModelViewMatrixInverse[3].xyz; vec3 e_tilde = inv_T*(e - center); // compute helper float inv_e_square = 1.0 / dot(e_tilde, e_tilde); // 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 = vec3(0, 0, 0); if (abs(e_tilde[1]) > abs(e_tilde[0])) x_tilde[0] = 1.0; else x_tilde[1] = 1.0; x_tilde = r*normalize(cross(x_tilde, 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)); Vout.inv_e = sqrt(inv_e_square); Vout.zw_e_clip = (gl_ModelViewProjectionMatrix * gl_ModelViewMatrixInverse[3]).zw; Vout.nml_e_eye = gl_NormalMatrix*(inv_T*e_tilde); generate_vertex(center, T, inv_T, vec2(-1.0, -1.0), m_tilde, x_tilde, y_tilde, e_tilde); generate_vertex(center, T, inv_T, vec2( 1.0, -1.0), m_tilde, x_tilde, y_tilde, e_tilde); generate_vertex(center, T, inv_T, vec2(-1.0, 1.0), m_tilde, x_tilde, y_tilde, e_tilde); generate_vertex(center, T, inv_T, vec2( 1.0, 1.0), m_tilde, x_tilde, y_tilde, e_tilde); }