#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 lightPos1 = posBool[gl_InvocationID].xyz; float theBool = posBool[gl_InvocationID].w; vec4 shift (vec4 p) { return (vec4 (p.xyz + (100000*(p.xyz-lightPos1)), 1));} ; vec4 shiftBy (float x,vec4 p) { return (vec4 (lightPos1 + (x*normalize(p.xyz-lightPos1)), 1));} ; // copied from lighting/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 - lightPos1 ; float a = (140 - pos.z) / dir.z ; vec2 xy = (pos.xyz + a * dir).xy ; return vec4 ( xy, 140 , 1) ; } ; vec4 shiftNear (vec4 pos) { vec4 sp = shift(pos); if (sp.z > 140) { return projNear(pos) ; } else { return sp ; } } ; vec4 f (vec4 p) {return (theMat * p);} ; void main() { if (theBool == 1){ // float ru2 = radiusUniform * radiusUniform ; float ru = colRad[gl_InvocationID].w ; float ru2 = ru * ru; 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 n2 = n0 + n1; // assumes the summands are normalized vec3 lightDir = p0.xyz - lightPos1.xyz; vec3 lightDir2 = p1.xyz - lightPos1.xyz; // first 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) < ru2 || dot(lightDir2,lightDir2) < ru2) ) // using <= rather than < seems to get rid of overlapping shadow // artefacts { vec4 p2 = shiftNear(p0); vec4 p3 = shiftNear(p1); if ( dot(n0 , lightDir) > 0) { gl_Position = f(p0); gl_Layer = gl_InvocationID; EmitVertex(); gl_Position = f(p1); gl_Layer = gl_InvocationID; EmitVertex(); gl_Position = f(p2); gl_Layer = gl_InvocationID; EmitVertex(); gl_Position = f(p3); gl_Layer = gl_InvocationID; EmitVertex(); } else { gl_Position = f(p1); gl_Layer = gl_InvocationID; EmitVertex(); gl_Position = f(p0); gl_Layer = gl_InvocationID; EmitVertex(); gl_Position = f(p3); gl_Layer = gl_InvocationID; EmitVertex(); gl_Position = f(p2); gl_Layer = gl_InvocationID; EmitVertex(); } EndPrimitive(); } else { } }else {} }