Files
loop/shader/lighting/capTest.geom
2023-03-07 22:53:32 +00:00

58 lines
1.7 KiB
GLSL

#version 450 core
// an attempt to test whether a geometry surface occludes the camera from a
// light source
layout (triangles) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
uniform vec3 lightPos;
uniform vec2 camPos;
void main()
{
vec3 p0 = gl_in[0].gl_Position.xyz ;
vec3 p1 = gl_in[1].gl_Position.xyz ;
vec3 p2 = gl_in[2].gl_Position.xyz ;
// first determine intersection point (if any)
vec3 u = p1 - p0 ;
vec3 v = p2 - p0 ;
vec3 n = cross (u,v) ;
vec3 dir = vec3 (camPos, 100) - lightPos ;
vec3 w0 = p0 - lightPos ;
float a = dot(n, w0) ;
float b = dot(n,dir) ;
if (abs(b) < 0.00001) {}
else {
float r = a / b ;
if (r < 0.0) {}
else {
vec3 ip = lightPos + r * dir ;
float uu, uv, vv, wu, wv, D;
uu = dot(u,u);
uv = dot(u,v);
vv = dot(v,v);
vec3 w = ip - p0;
wu = dot (w,u);
wv = dot (w,v);
D = uv * uv - uu * vv;
//get and test parametric coords
float s, t;
s = (uv * wv - vv * wu) / D;
if (s < 0.0 || s > 1.0) {}
else
{
t = (uv * wu - uu * wv) / D;
if (t < 0.0 || (s + t) > 1.0) {}
else
{
gl_Position = vec4(-1,-1,50,1); EmitVertex();
gl_Position = vec4(-1, 1,50,1); EmitVertex();
gl_Position = vec4( 1,-1,50,1); EmitVertex();
gl_Position = vec4( 1, 1,50,1); EmitVertex();
EndPrimitive();
}
}
}
}
}