#pragma USE_SSBO_VERTEX_FETCH(TriangleList, 6) /* Local vars to store results per input vertex. */ #if !defined(UNIFORM) vec4 finalColor_g[2]; #endif #ifdef CLIP float clip_g[2]; #endif #define SMOOTH_WIDTH 1.0 /* Clips point to near clip plane before perspective divide. */ vec4 clip_line_point_homogeneous_space(vec4 p, vec4 q) { if (p.z < -p.w) { /* Just solves p + (q - p) * A; for A when p.z / p.w = -1.0. */ float denom = q.z - p.z + q.w - p.w; if (denom == 0.0) { /* No solution. */ return p; } float A = (-p.z - p.w) / denom; p = p + (q - p) * A; } return p; } void do_vertex(int index, vec4 pos, vec2 ofs, float flip) { #if defined(UNIFORM) interp.final_color = color; #elif defined(FLAT) /* WATCH: Assuming last provoking vertex. */ interp.final_color = finalColor_g[index]; #elif defined(SMOOTH) interp.final_color = finalColor_g[index]; #endif #ifdef CLIP interp.clip = clip_g[index]; #endif interp.smoothline = flip * (lineWidth + SMOOTH_WIDTH * float(lineSmooth)) * 0.5; gl_Position = pos; gl_Position.xy += flip * ofs * pos.w; } void main() { /** Determine output quad primitive structure. */ /* Index of the quad primitive. Each quad corresponds to one line in the input primitive. */ int quad_id = gl_VertexID / 6; /* Determine vertex within the quad (A, B, C)(A, C, D).*/ int quad_vertex_id = gl_VertexID % 6; uint src_index_a; uint src_index_b; if (vertex_fetch_get_input_prim_type() == GPU_PRIM_LINE_STRIP) { src_index_a = quad_id; src_index_b = quad_id + 1; } else if (vertex_fetch_get_input_prim_type() == GPU_PRIM_LINES) { src_index_a = quad_id * 2; src_index_b = quad_id * 2 + 1; } else if (vertex_fetch_get_input_prim_type() == GPU_PRIM_LINE_LOOP) { src_index_a = quad_id; src_index_b = quad_id + 1; if (quad_id == vertex_fetch_get_input_vert_count() - 1) { src_index_b = 0; } } else { src_index_a = 0; src_index_b = 0; } /* Fetch input attributes for line prims -- either provided as vec2 or vec3 -- So we need to * query the type. */ vec3 in_pos0, in_pos1; in_pos0 = vec3(0.0); in_pos1 = vec3(0.0); if (vertex_fetch_get_attr_type(pos) == GPU_SHADER_ATTR_TYPE_VEC4) { in_pos0 = vertex_fetch_attribute(src_index_a, pos, vec4).xyz; in_pos1 = vertex_fetch_attribute(src_index_b, pos, vec4).xyz; } else if (vertex_fetch_get_attr_type(pos) == GPU_SHADER_ATTR_TYPE_VEC3) { in_pos0 = vertex_fetch_attribute(src_index_a, pos, vec3); in_pos1 = vertex_fetch_attribute(src_index_b, pos, vec3); } else if (vertex_fetch_get_attr_type(pos) == GPU_SHADER_ATTR_TYPE_VEC2) { in_pos0 = vec3(vertex_fetch_attribute(src_index_a, pos, vec2), 0.0); in_pos1 = vec3(vertex_fetch_attribute(src_index_b, pos, vec2), 0.0); } #if !defined(UNIFORM) vec4 in_color0 = vec4(0.0); vec4 in_color1 = vec4(0.0); if (vertex_fetch_get_attr_type(color) == GPU_SHADER_ATTR_TYPE_VEC4) { in_color0 = vertex_fetch_attribute(src_index_a, color, vec4); in_color1 = vertex_fetch_attribute(src_index_b, color, vec4); } else if (vertex_fetch_get_attr_type(color) == GPU_SHADER_ATTR_TYPE_VEC3) { in_color0 = vec4(vertex_fetch_attribute(src_index_a, color, vec3), 1.0); in_color1 = vec4(vertex_fetch_attribute(src_index_b, color, vec3), 1.0); } else if (vertex_fetch_get_attr_type(color) == GPU_SHADER_ATTR_TYPE_UCHAR4_NORM) { in_color0 = vec4(vertex_fetch_attribute(src_index_a, color, uchar4)) / vec4(255.0); in_color1 = vec4(vertex_fetch_attribute(src_index_b, color, uchar4)) / vec4(255.0); } else if (vertex_fetch_get_attr_type(color) == GPU_SHADER_ATTR_TYPE_UCHAR3_NORM) { in_color0 = vec4(vec3(vertex_fetch_attribute(src_index_a, color, uchar3)) / vec3(255.0), 1.0); in_color1 = vec4(vec3(vertex_fetch_attribute(src_index_b, color, uchar3)) / vec3(255.0), 1.0); } #endif /* Calculate Vertex shader for both points in Line. */ vec4 out_pos0 = ModelViewProjectionMatrix * vec4(in_pos0, 1.0); vec4 out_pos1 = ModelViewProjectionMatrix * vec4(in_pos1, 1.0); #if !defined(UNIFORM) finalColor_g[0] = in_color0; finalColor_g[1] = in_color1; #endif #ifdef CLIP clip_g[0] = dot(ModelMatrix * vec4(in_pos0, 1.0), ClipPlane); clip_g[1] = dot(ModelMatrix * vec4(in_pos1, 1.0), ClipPlane); #endif /*** Geometry Shader Alternative. ***/ vec4 p0 = clip_line_point_homogeneous_space(out_pos0, out_pos1); vec4 p1 = clip_line_point_homogeneous_space(out_pos1, out_pos0); vec2 e = normalize(((p1.xy / p1.w) - (p0.xy / p0.w)) * viewportSize.xy); #if 0 /* Hard turn when line direction changes quadrant. */ e = abs(e); vec2 ofs = (e.x > e.y) ? vec2(0.0, 1.0 / e.x) : vec2(1.0 / e.y, 0.0); #else /* Use perpendicular direction. */ vec2 ofs = vec2(-e.y, e.x); #endif ofs /= viewportSize.xy; ofs *= lineWidth + SMOOTH_WIDTH * float(lineSmooth); if (quad_vertex_id == 0) { do_vertex(0, p0, ofs, 1.0); } else if (quad_vertex_id == 1 || quad_vertex_id == 3) { do_vertex(0, p0, ofs, -1.0); } else if (quad_vertex_id == 2 || quad_vertex_id == 5) { do_vertex(1, p1, ofs, 1.0); } else if (quad_vertex_id == 4) { do_vertex(1, p1, ofs, -1.0); } }