uniform mat4 ProjectionMatrix; uniform mat4 ViewMatrix; uniform sampler2D strokeColor; uniform sampler2D strokeDepth; uniform vec2 Viewport; uniform vec3 loc; uniform int radius; uniform float angle; uniform int transparent; uniform float pixsize; /* rv3d->pixsize */ uniform float pixelsize; /* U.pixelsize */ uniform float pixfactor; out vec4 FragColor; float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor); /* project 3d point to 2d on screen space */ vec2 toScreenSpace(vec4 vertex) { /* need to calculate ndc because this is not done by vertex shader */ vec3 ndc = vec3(vertex).xyz / vertex.w; vec2 sc; sc.x = ((ndc.x + 1.0) / 2.0) * Viewport.x; sc.y = ((ndc.y + 1.0) / 2.0) * Viewport.y; return sc; } /* This swirl shader is a modified version of original Geeks3d.com code */ void main() { vec2 uv = vec2(gl_FragCoord.xy); float stroke_depth; vec4 outcolor; vec4 center3d = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0); vec2 center = toScreenSpace(center3d); vec2 tc = uv - center; float dist = length(tc); float pxradius = (ProjectionMatrix[3][3] == 0.0) ? (radius / (loc.z * defaultpixsize)) : (radius / defaultpixsize); pxradius = max(pxradius, 1); if (dist <= pxradius) { float percent = (pxradius - dist) / pxradius; float theta = percent * percent * angle * 8.0; float s = sin(theta); float c = cos(theta); tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c))); tc += center; stroke_depth = texelFetch(strokeDepth, ivec2(tc), 0).r; outcolor = texelFetch(strokeColor, ivec2(tc), 0); } else { if (transparent == 1) { discard; } stroke_depth = texelFetch(strokeDepth, ivec2(uv), 0).r; outcolor = texelFetch(strokeColor, ivec2(uv), 0); } gl_FragDepth = stroke_depth; FragColor = outcolor; }