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/* Draw Lattice Vertices */
uniform vec2 viewportSize;
in vec3 pos;
in int data;
/* these are the same for all vertices
* and does not need interpolation */
flat out int vertFlag;
flat out int clipCase;
/* See fragment shader */
noperspective out vec4 eData1;
flat out vec4 eData2;
/* project to screen space */
vec2 proj(vec4 pos)
{
return (0.5 * (pos.xy / pos.w) + 0.5) * viewportSize;
}
void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
clipCase = 0;
vec3 world_pos = point_object_to_world(pos);
vec4 pPos = point_world_to_ndc(world_pos);
/* only vertex position 0 is used */
eData1 = eData2 = vec4(1e10);
eData2.zw = proj(pPos);
vertFlag = data;
gl_PointSize = sizeVertex * 2.0;
gl_Position = pPos;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
}
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