#version 450 core layout(lines_adjacency) in; layout(invocations = 20) in; layout(triangle_strip, max_vertices = 4) out; layout(std140, binding = 0) uniform TheMat { mat4 theMat; }; layout(std140, binding = 1) uniform LightsBlock { vec4 posBool[20]; vec4 colRad[20]; }; vec3 lightPos = posBool[gl_InvocationID].xyz; float theBool = posBool[gl_InvocationID].w; float rad = colRad[gl_InvocationID].w; vec4 shift(vec4 p) { return (vec4(p.xyz + (100000 * (p.xyz - lightPos)), 1)); }; vec4 shiftBy(float x, vec4 p) { return (vec4(lightPos + (x * normalize(p.xyz - lightPos)), 1)); }; vec4 shift1(vec4 p) { return (vec4(lightPos + (rad * normalize(p.xyz - lightPos)), 1)); }; // copied from shadow/cap.geom, should not be changed on its own vec4 projNear(vec4 pos) { // note we project to a specific height // this is quite brittle, not ideal vec3 dir = pos.xyz - lightPos; float a = (100 - pos.z) / dir.z; vec2 xy = (pos.xyz + a * dir).xy; return vec4(xy, 100, 1); }; vec4 shiftNear(vec4 pos) { vec4 sp = shift(pos); if (sp.z > 100) { return projNear(pos); } else { return sp; } }; void main() { if (theBool == 1) { vec4 p0 = gl_in[0].gl_Position; vec4 p1 = gl_in[1].gl_Position; vec4 mid = 0.5 * (p0 + p1); vec3 n0a = gl_in[2].gl_Position.xyz; vec3 n1a = gl_in[3].gl_Position.xyz; vec3 n0 = cross(p1.xyz - p0.xyz, n0a - p0.xyz); vec3 n1 = cross(p0.xyz - p1.xyz, n1a - p1.xyz); vec3 lightDir = p0.xyz - lightPos.xyz; vec3 lightDir2 = p1.xyz - lightPos.xyz; // test if the edge is part of the silhouette // that is, if the normals of the faces connected by the edge point are in // "different directions" wrt the light direction if (dot(n0, lightDir) * dot(n1, lightDir) <= 0 && (dot(lightDir, lightDir) < rad * rad || dot(lightDir2, lightDir2) < rad * rad)) // using <= rather than < seems to get rid of overlapping shadow // artefacts { vec4 p2 = shiftNear(p0); vec4 p3 = shiftNear(p1); gl_Position = theMat * p0; gl_Layer = gl_InvocationID; EmitVertex(); if (dot(n0, lightDir) > 0) { gl_Position = theMat * p1; gl_Layer = gl_InvocationID; EmitVertex(); gl_Position = theMat * p2; gl_Layer = gl_InvocationID; EmitVertex(); } else { gl_Position = theMat * p2; gl_Layer = gl_InvocationID; EmitVertex(); gl_Position = theMat * p1; gl_Layer = gl_InvocationID; EmitVertex(); } gl_Position = theMat * p3; gl_Layer = gl_InvocationID; EmitVertex(); EndPrimitive(); } else { } } else { } }