#version 450 core layout(lines_adjacency) in; layout(triangle_strip, max_vertices = 4) out; layout(std140, binding = 0) uniform TheMat { mat4 theMat; }; layout(location=0) uniform vec3 lightPos; layout(location=1) uniform float radiusUniform; // vec4 shift (vec4 p) { return (vec4 (p.xyz + // (lumRad.a*normalize(p.xyz-lightPos)), 1));} float closestPointOnLineParam3 (vec3 a, vec3 b, vec3 p) { return dot(p - a,b-a) / dot(b-a,b-a); } vec3 closestPointOnSeg3 (vec3 a,vec3 b, vec3 p) { float x = closestPointOnLineParam3(a,b,p); if (x < 0) { return a; } else{ if (x > 1) { return b; } { return a + (x * (b- a));} } } //vec3 closepoint = 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 shift (vec4 p) { return (vec4 (lightPos + // (lumRad.a*normalize(p.xyz-lightPos)), 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 - 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 = shiftBy(radiusUniform,pos); { vec4 sp = shift(pos); if (sp.z > 100) { return projNear(pos); } else { return sp; } } vec4 f(vec4 p) { return (theMat * p); } void main() { vec4 p0 = gl_in[0].gl_Position; vec4 p1 = gl_in[1].gl_Position; vec3 closepoint = closestPointOnSeg3(p0.xyz,p1.xyz,lightPos); float ru2 = radiusUniform * radiusUniform; 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 - lightPos.xyz; vec3 lightDir2 = p1.xyz - lightPos.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); vec4 p2 = shiftNear(p0); vec4 p3 = shiftNear(p1); gl_Position = f(p0); EmitVertex(); if (dot(n0, lightDir) > 0) { gl_Position = f(p2); EmitVertex(); gl_Position = f(p1); EmitVertex(); } else { gl_Position = f(p1); EmitVertex(); gl_Position = f(p2); EmitVertex(); } gl_Position = f(p3); EmitVertex(); EndPrimitive(); } else { } }