#extension GL_ARB_gpu_shader5 : enable #ifdef GL_ARB_gpu_shader5 #define USE_INVOC_EXT #endif #ifdef DOUBLE_MANIFOLD # ifdef USE_INVOC_EXT # define invoc_len 2 # else # define vert_len 8 # endif #else # ifdef USE_INVOC_EXT # define invoc_len 1 # else # define vert_len 4 # endif #endif #ifdef USE_INVOC_EXT layout(lines_adjacency, invocations = invoc_len) in; layout(triangle_strip, max_vertices = 4) out; #else layout(lines_adjacency) in; layout(triangle_strip, max_vertices = vert_len) out; #endif uniform vec3 lightDirection = vec3(0.57, 0.57, -0.57); in VertexData { vec3 pos; /* local position */ vec4 frontPosition; /* final ndc position */ vec4 backPosition; } vData[]; #define DEGENERATE_THRESHOLD 1e-12 #define len_sqr(a) dot(a, a) void extrude_edge(bool invert) { /* Reverse order if backfacing the light. */ ivec2 idx = (invert) ? ivec2(1, 2) : ivec2(2, 1); gl_Position = vData[idx.x].frontPosition; EmitVertex(); gl_Position = vData[idx.y].frontPosition; EmitVertex(); gl_Position = vData[idx.x].backPosition; EmitVertex(); gl_Position = vData[idx.y].backPosition; EmitVertex(); EndPrimitive(); } void main() { vec3 v10 = vData[0].pos - vData[1].pos; vec3 v12 = vData[2].pos - vData[1].pos; vec3 v13 = vData[3].pos - vData[1].pos; #ifdef DEGENERATE_THRESHOLD vec3 v20 = vData[0].pos - vData[2].pos; vec3 v23 = vData[3].pos - vData[2].pos; vec4 edges_lensqr = vec4(len_sqr(v10), len_sqr(v13), len_sqr(v20), len_sqr(v23)); bvec4 degen_edges = lessThan(edges_lensqr, vec4(DEGENERATE_THRESHOLD)); /* Both triangles are degenerate, abort. */ if (any(degen_edges.xz) && any(degen_edges.yw)) return; #endif vec3 n1 = cross(v12, v10); vec3 n2 = cross(v13, v12); vec2 facing = vec2(dot(n1, lightDirection), dot(n2, lightDirection)); /* WATCH: maybe unpredictable in some cases. */ bool is_manifold = any(notEqual(vData[0].pos, vData[3].pos)); bvec2 backface = greaterThan(facing, vec2(0.0)); #ifdef DEGENERATE_THRESHOLD # ifndef DOUBLE_MANIFOLD /* If the mesh is known to be manifold and we don't use double count, * only create an quad if the we encounter a facing geom. */ if ((any(degen_edges.xz) && backface.y) || (any(degen_edges.yw) && backface.x)) return; # endif /* If one of the 2 triangles is degenerate, replace edge by a non-manifold one. */ backface.x = (any(degen_edges.xz)) ? !backface.y : backface.x; backface.y = (any(degen_edges.yw)) ? !backface.x : backface.y; is_manifold = (any(degen_edges)) ? false : is_manifold; #endif /* If both faces face the same direction it's not an outline edge. */ if (backface.x == backface.y) return; #ifdef USE_INVOC_EXT if (gl_InvocationID == 0) { extrude_edge(backface.x); } else if (is_manifold) { # ifdef DOUBLE_MANIFOLD /* Increment/Decrement twice for manifold edges. */ extrude_edge(backface.x); # endif } #else extrude_edge(backface.x); if (is_manifold) { # ifdef DOUBLE_MANIFOLD /* Increment/Decrement twice for manifold edges. */ extrude_edge(backface.x); # endif } #endif }