37 lines
780 B
GLSL
37 lines
780 B
GLSL
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uniform float pixel_size;
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uniform float size;
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in vec3 pos;
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in float val;
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out vec4 radii;
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flat out float finalVal;
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void main()
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{
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vec3 world_pos = point_object_to_world(pos);
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float view_z = dot(ViewMatrixInverse[2].xyz, world_pos - ViewMatrixInverse[3].xyz);
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bool is_persp = (ProjectionMatrix[3][3] == 0.0);
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float psize = (is_persp) ? (size / (-view_z * pixel_size)) : (size / pixel_size);
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gl_Position = point_world_to_ndc(world_pos);
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gl_PointSize = psize;
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// calculate concentric radii in pixels
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float radius = 0.5 * psize;
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// start at the outside and progress toward the center
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radii[0] = radius;
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radii[1] = radius - 1.0;
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radii[2] = radius - 1.0;
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radii[3] = radius - 2.0;
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// convert to PointCoord units
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radii /= psize;
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finalVal = val;
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}
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