128 lines
3.0 KiB
GLSL
128 lines
3.0 KiB
GLSL
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/* This shader is only used for intel GPU where the Geom shader is faster
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* than doing everything thrice in the vertex shader. */
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layout(triangles) in;
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#ifdef SELECT_EDGES
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layout(line_strip, max_vertices = 6) out;
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#else
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layout(triangle_strip, max_vertices = 3) out;
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#endif
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uniform vec2 wireStepParam;
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in vec2 ssPos[];
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in float facingOut[];
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#ifndef SELECT_EDGES
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out vec3 barycentric;
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out float facing;
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#endif
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#ifdef LIGHT_EDGES
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in vec3 obPos[];
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in vec3 vNor[];
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in float forceEdge[];
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# ifndef SELECT_EDGES
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flat out vec3 edgeSharpness;
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# endif
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#endif
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#define NO_EDGE vec3(10000.0);
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vec3 get_edge_normal(vec3 n1, vec3 n2, vec3 edge)
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{
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edge = normalize(edge);
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vec3 n = n1 + n2;
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float p = dot(edge, n);
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return normalize(n - p * edge);
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}
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float get_edge_sharpness(vec3 fnor, vec3 vnor)
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{
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float sharpness = abs(dot(fnor, vnor));
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return smoothstep(wireStepParam.x, wireStepParam.y, sharpness);
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}
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vec3 get_barycentric(bvec3 do_edge, const int v)
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{
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int v_n = v;
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int v_n1 = (v + 1) % 3;
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int v_n2 = (v + 2) % 3;
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vec3 bary;
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bary[v_n] = do_edge[v_n] ? 0.0 : 1.0;
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bary[v_n1] = 1.0;
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bary[v_n2] = do_edge[v_n2] ? 0.0 : 1.0;
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return bary;
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}
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void main(void)
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{
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vec3 facings = vec3(facingOut[0], facingOut[1], facingOut[2]);
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bvec3 do_edge = greaterThan(abs(facings), vec3(1.0));
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facings = fract(facings) - clamp(-sign(facings), 0.0, 1.0);
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#ifdef SELECT_EDGES
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vec3 edgeSharpness;
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#endif
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#ifdef LIGHT_EDGES
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vec3 edges[3];
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edges[0] = obPos[1] - obPos[0];
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edges[1] = obPos[2] - obPos[1];
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edges[2] = obPos[0] - obPos[2];
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vec3 fnor = normalize(cross(edges[0], -edges[2]));
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edgeSharpness.x = get_edge_sharpness(fnor, get_edge_normal(vNor[0], vNor[1], edges[0]));
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edgeSharpness.y = get_edge_sharpness(fnor, get_edge_normal(vNor[1], vNor[2], edges[1]));
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edgeSharpness.z = get_edge_sharpness(fnor, get_edge_normal(vNor[2], vNor[0], edges[2]));
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edgeSharpness.x = (forceEdge[0] == 1.0) ? 1.0 : edgeSharpness.x;
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edgeSharpness.y = (forceEdge[1] == 1.0) ? 1.0 : edgeSharpness.y;
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edgeSharpness.z = (forceEdge[2] == 1.0) ? 1.0 : edgeSharpness.z;
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#endif
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#ifdef SELECT_EDGES
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const float edge_select_threshold = 0.3;
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if (edgeSharpness.x > edge_select_threshold) {
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gl_Position = gl_in[0].gl_Position;
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EmitVertex();
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gl_Position = gl_in[1].gl_Position;
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EmitVertex();
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EndPrimitive();
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}
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if (edgeSharpness.y > edge_select_threshold) {
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gl_Position = gl_in[1].gl_Position;
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EmitVertex();
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gl_Position = gl_in[2].gl_Position;
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EmitVertex();
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EndPrimitive();
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}
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if (edgeSharpness.z > edge_select_threshold) {
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gl_Position = gl_in[2].gl_Position;
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EmitVertex();
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gl_Position = gl_in[0].gl_Position;
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EmitVertex();
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EndPrimitive();
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}
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#else
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barycentric = get_barycentric(do_edge, 0);
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gl_Position = gl_in[0].gl_Position;
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facing = facings.x;
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EmitVertex();
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barycentric = get_barycentric(do_edge, 1);
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gl_Position = gl_in[1].gl_Position;
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facing = facings.y;
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EmitVertex();
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barycentric = get_barycentric(do_edge, 2);
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gl_Position = gl_in[2].gl_Position;
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facing = facings.z;
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EmitVertex();
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EndPrimitive();
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#endif
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}
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