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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 vNor[];
in float forceEdge[];
out float 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 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 fnor = normalize(cross(obPos[1] - obPos[0], obPos[2] - obPos[0]));
edgeSharpness = get_edge_sharpness(fnor, vNor[0]);
edgeSharpness = (forceEdge[0] == 1.0 || forceEdge[2] == 1.0) ? 1.0 : edgeSharpness;
#endif
gl_Position = gl_in[0].gl_Position;
facing = facings.x;
EmitVertex();
#ifdef LIGHT_EDGES
edgeSharpness = get_edge_sharpness(fnor, vNor[1]);
edgeSharpness = (forceEdge[1] == 1.0 || forceEdge[0] == 1.0) ? 1.0 : edgeSharpness;
#endif
gl_Position = gl_in[1].gl_Position;
facing = facings.y;
EmitVertex();
#ifdef LIGHT_EDGES
edgeSharpness = get_edge_sharpness(fnor, vNor[2]);
edgeSharpness = (forceEdge[2] == 1.0 || forceEdge[1] == 1.0) ? 1.0 : edgeSharpness;
#endif
gl_Position = gl_in[2].gl_Position;
facing = facings.z;
EmitVertex();
EndPrimitive();
}
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