uniform mat4 ModelViewProjectionMatrix; uniform mat4 ViewProjectionMatrix; uniform mat4 ModelViewMatrix; uniform mat4 ProjectionMatrix; uniform int screen_space; uniform float draw_size; uniform vec3 color; uniform sampler1D ramp; in vec3 pos; in vec4 rot; in float val; in vec3 inst_pos; in int axis; flat out vec4 finalColor; vec3 rotate(vec3 vec, vec4 quat) { /* The quaternion representation here stores the w component in the first index */ return vec + 2.0 * cross(quat.yzw, cross(quat.yzw, vec) + quat.x * vec); } void main() { if (screen_space == 1) { gl_Position = ModelViewMatrix * vec4(pos, 1.0) + vec4(inst_pos * draw_size, 0.0); gl_Position = ProjectionMatrix * gl_Position; } else { float size = draw_size; if (axis > -1) { size *= 2; } gl_Position = ModelViewProjectionMatrix * vec4(pos + rotate(inst_pos * size, rot), 1.0); } #ifdef USE_AXIS if (axis == 0) finalColor = vec4(1.0, 0.0, 0.0, 1.0); else if (axis == 1) finalColor = vec4(0.0, 1.0, 0.0, 1.0); else finalColor = vec4(0.0, 0.0, 1.0, 1.0); #else if (val < 0.0) { finalColor = vec4(color, 1.0); } else { finalColor = vec4(texture(ramp, val).rgb, 1.0); } #endif }