48 lines
No EOL
1 KiB
Text
48 lines
No EOL
1 KiB
Text
#version 150 compatibility
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uniform bool position_is_center;
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in vec4 position;
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in vec3 extent;
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in vec4 color;
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in int group_index;
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out mat3 NM;
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out mat4 PM;
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out vec4 color_gs;
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vec4 group_color(in vec4 color, int group_index);
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void group_transform_normal_matrix(inout mat3 NM, int group_index);
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void group_transform_position_matrix(inout mat4 PM, int group_index);
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void main()
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{
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// compute normal transformation matrix
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NM = gl_NormalMatrix;
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group_transform_normal_matrix(NM, group_index);
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// compute position transformation matrix
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// compute box transformation
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mat4 BM = mat4(0.0);
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if (position_is_center) {
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BM[0][0] = extent[0];
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BM[1][1] = extent[1];
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BM[2][2] = extent[2];
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BM[3] = position;
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}
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else {
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vec3 E = extent - position.xyz;
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vec3 C = 0.5*(position.xyz + extent);
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BM[0][0] = E[0];
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BM[1][1] = E[1];
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BM[2][2] = E[2];
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BM[3] = vec4(C, 1.0);
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}
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PM = gl_ModelViewMatrix;
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group_transform_position_matrix(PM, group_index);
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PM = PM * BM;
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color_gs = group_color(color, group_index);
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gl_Position = position;
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} |