Allow to change menu options with rclick, move towards shader experiment
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@@ -3,8 +3,10 @@ layout (lines_adjacency) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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//vec4 shift (vec4 p) { return (vec4 (p.xyz + (100000*(p.xyz-lightPos)), 1));}
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vec4 shift (vec4 p) { return (vec4 (p.xyz + (1000*(p.xyz-lightPos)), 1));}
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uniform vec4 lumRad;
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//vec4 shift (vec4 p) { return (vec4 (p.xyz + (lumRad.a*normalize(p.xyz-lightPos)), 1));}
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vec4 shift (vec4 p) { return (vec4 (p.xyz + (100000*(p.xyz-lightPos)), 1));}
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//vec4 shift (vec4 p) { return (vec4 (lightPos + (lumRad.a*normalize(p.xyz-lightPos)), 1));}
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// copied from lighting/cap.geom, should not be changed on its own
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vec4 projNear (vec4 pos)
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{
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@@ -27,6 +29,7 @@ void main()
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{
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vec4 p0 = gl_in[0].gl_Position;
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vec4 p1 = gl_in[1].gl_Position;
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vec4 mid = 0.5*(p0 + p1);
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vec3 n0a = gl_in[2].gl_Position.xyz;
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vec3 n1a = gl_in[3].gl_Position.xyz;
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vec3 n0 = cross(p1.xyz - p0.xyz, n0a - p0.xyz) ;
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@@ -34,10 +37,11 @@ void main()
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//vec3 n2 = n0 + n1; // assumes the summands are normalized
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vec3 lightDir = p0.xyz - lightPos.xyz;
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vec3 lightDir2 = p1.xyz - lightPos.xyz;
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// first test if the edge is part of the silhouette
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// that is, if the normals of the faces connected by the edge point are in
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// "different directions" wrt the light direction
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if ( dot(n0 , lightDir) * dot(n1 , lightDir) <= 0 )
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if ( dot(n0 , lightDir) * dot(n1 , lightDir) <= 0 )
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// using <= rather than < seems to get rid of overlapping shadow
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// artefacts
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{
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