#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; vec3 n1 = cross(v12, v10); vec3 n2 = cross(v13, v12); #ifdef DEGENERATE_THRESHOLD /* Check if area is null */ vec2 faces_area = vec2(len_sqr(n1), len_sqr(n2)); bvec2 degen_faces = lessThan(abs(faces_area), vec2(DEGENERATE_THRESHOLD)); /* Both triangles are degenerate, abort. */ if (all(degen_faces)) { return; } #endif 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 ((degen_faces.x && backface.y) || (degen_faces.y && backface.x)) return; # endif /* If one of the 2 triangles is degenerate, replace edge by a non-manifold one. */ backface.x = (degen_faces.x) ? !backface.y : backface.x; backface.y = (degen_faces.y) ? !backface.x : backface.y; is_manifold = (any(degen_faces)) ? 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 }