/* This shader is only used for intel GPU where the Geom shader is faster * than doing everything thrice in the vertex shader. */ layout(triangles) in; layout(triangle_strip, max_vertices = 3) out; uniform vec2 wireStepParam; in vec2 ssPos[]; in float facingOut[]; flat out vec3 ssVec0; flat out vec3 ssVec1; flat out vec3 ssVec2; out float facing; #ifdef LIGHT_EDGES in vec3 obPos[]; in vec3 vNor[]; in float forceEdge[]; flat out vec3 edgeSharpness; #endif #define NO_EDGE vec3(10000.0); /* TODO(fclem) remove code duplication. */ vec3 compute_vec(vec2 v0, vec2 v1) { vec2 v = normalize(v1 - v0); v = vec2(-v.y, v.x); return vec3(v, -dot(v, v0)); } vec3 get_edge_normal(vec3 n1, vec3 n2, vec3 edge) { edge = normalize(edge); vec3 n = n1 + n2; float p = dot(edge, n); return normalize(n - p * edge); } float get_edge_sharpness(vec3 fnor, vec3 vnor) { float sharpness = abs(dot(fnor, vnor)); return smoothstep(wireStepParam.x, wireStepParam.y, sharpness); } void main(void) { vec3 facings = vec3(facingOut[0], facingOut[1], facingOut[2]); bvec3 do_edge = greaterThan(abs(facings), vec3(1.0)); facings = fract(facings) - clamp(-sign(facings), 0.0, 1.0); ssVec0 = do_edge.x ? compute_vec(ssPos[0], ssPos[1]) : NO_EDGE; ssVec1 = do_edge.y ? compute_vec(ssPos[1], ssPos[2]) : NO_EDGE; ssVec2 = do_edge.z ? compute_vec(ssPos[2], ssPos[0]) : NO_EDGE; #ifdef LIGHT_EDGES vec3 edges[3]; edges[0] = obPos[1] - obPos[0]; edges[1] = obPos[2] - obPos[1]; edges[2] = obPos[0] - obPos[2]; vec3 fnor = normalize(cross(edges[0], -edges[2])); edgeSharpness.x = get_edge_sharpness(fnor, get_edge_normal(vNor[0], vNor[1], edges[0])); edgeSharpness.y = get_edge_sharpness(fnor, get_edge_normal(vNor[1], vNor[2], edges[1])); edgeSharpness.z = get_edge_sharpness(fnor, get_edge_normal(vNor[2], vNor[0], edges[2])); edgeSharpness.x = (forceEdge[0] == 1.0) ? 1.0 : edgeSharpness.x; edgeSharpness.y = (forceEdge[1] == 1.0) ? 1.0 : edgeSharpness.y; edgeSharpness.z = (forceEdge[2] == 1.0) ? 1.0 : edgeSharpness.z; #endif gl_Position = gl_in[0].gl_Position; facing = facings.x; EmitVertex(); gl_Position = gl_in[1].gl_Position; facing = facings.y; EmitVertex(); gl_Position = gl_in[2].gl_Position; facing = facings.z; EmitVertex(); EndPrimitive(); }