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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
finalColor.rgb = vec3(0.0);
finalColor[axis] = 1.0;
#else
if (val < 0.0) {
finalColor.rgb = color;
}
else {
finalColor.rgb = texture(ramp, val).rgb;
}
#endif
finalColor.a = 1.0;
}
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