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/* 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 edgeAdj[];
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));
}
float get_edge_sharpness(vec3 e0, vec3 e1, vec3 e2)
{
vec3 n0 = normalize(cross(e0, e1));
vec3 n1 = normalize(cross(e1, e2));
return dot(n0, n1);
}
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];
edgeSharpness.x = get_edge_sharpness(edgeAdj[0] - obPos[0], edges[0], -edges[2]);
edgeSharpness.y = get_edge_sharpness(edgeAdj[1] - obPos[1], edges[1], -edges[0]);
edgeSharpness.z = get_edge_sharpness(edgeAdj[2] - obPos[2], edges[2], -edges[1]);
/* Easy to adjust parameters. */
edgeSharpness = smoothstep(wireStepParam.xxx, wireStepParam.yyy, edgeSharpness);
#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();
}
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