/* Adaptation of Conservative Rasterization * from GPU Gems 2 * Using method 2. * * Actual final implementation does not do conservative rasterization and only * avoids triangles producing no fragments. */ layout(triangles) in; layout(triangle_strip, max_vertices = 3) out; RESOURCE_ID_VARYING uniform vec2 sizeViewport; uniform vec2 sizeViewportInv; void main() { /* Compute plane normal in ndc space. */ vec3 pos0 = gl_in[0].gl_Position.xyz / gl_in[0].gl_Position.w; vec3 pos1 = gl_in[1].gl_Position.xyz / gl_in[1].gl_Position.w; vec3 pos2 = gl_in[2].gl_Position.xyz / gl_in[2].gl_Position.w; vec3 plane = normalize(cross(pos1 - pos0, pos2 - pos0)); /* Compute NDC bound box. */ vec4 bbox = vec4(min(min(pos0.xy, pos1.xy), pos2.xy), max(max(pos0.xy, pos1.xy), pos2.xy)); /* Convert to pixel space. */ bbox = (bbox * 0.5 + 0.5) * sizeViewport.xyxy; /* Detect failure cases where triangles would produce no fragments. */ bvec2 is_subpixel = lessThan(bbox.zw - bbox.xy, vec2(1.0)); /* View aligned triangle. */ const float threshold = 0.00001; bool is_coplanar = abs(plane.z) < threshold; for (int i = 0; i < 3; i++) { gl_Position = gl_in[i].gl_Position; if (all(is_subpixel)) { vec2 ofs = (i == 0) ? vec2(-1.0) : ((i == 1) ? vec2(2.0, -1.0) : vec2(-1.0, 2.0)); /* HACK: Fix cases where the triangle is too small make it cover at least one pixel. */ gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ofs; } /* Test if the triangle is almost parralele with the view to avoid precision issues. */ else if (any(is_subpixel) || is_coplanar) { /* HACK: Fix cases where the triangle is Parallel to the view by deforming it slightly. */ vec2 ofs = (i == 0) ? vec2(-1.0) : ((i == 1) ? vec2(1.0, -1.0) : vec2(1.0)); gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ofs; } else { /* Triangle expansion should happen here, but we decide to not implement it for * depth precision & performance reasons. */ } #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_set_clip_distance(gl_in[i].gl_ClipDistance); #endif EmitVertex(); } EndPrimitive(); }