79 lines
2.9 KiB
GLSL
79 lines
2.9 KiB
GLSL
#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 {}
|
|
}
|