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uniform bool screen_space;
uniform float draw_size;
uniform vec3 color;
uniform sampler1D ramp;
/* ---- Instantiated Attrs ---- */
in vec3 inst_pos;
in int axis;
/* ---- Per instance Attrs ---- */
in vec3 pos;
in vec4 rot;
in float val;
flat out vec4 finalColor;
vec3 rotate(vec3 vec, vec4 quat)
{
/* The quaternion representation here stores the w component in the first index */
return vec + 2.0 * cross(quat.yzw, cross(quat.yzw, vec) + quat.x * vec);
}
void main()
if (screen_space) {
gl_Position = ViewMatrix * (ModelMatrix * vec4(pos, 1.0));
gl_Position.xyz += inst_pos * draw_size;
gl_Position = ProjectionMatrix * gl_Position;
else {
float size = draw_size;
if (axis > -1) {
size *= 2;
vec3 pos_rot = pos + rotate(inst_pos * size, rot);
gl_Position = point_object_to_ndc(pos_rot);
#ifdef USE_AXIS
if (axis == 0) {
finalColor = vec4(1.0, 0.0, 0.0, 1.0);
else if (axis == 1) {
finalColor = vec4(0.0, 1.0, 0.0, 1.0);
finalColor = vec4(0.0, 0.0, 1.0, 1.0);
#else
if (val < 0.0) {
finalColor = vec4(color, 1.0);
finalColor = vec4(texture(ramp, val).rgb, 1.0);
#endif