50 lines
1.3 KiB
GLSL
50 lines
1.3 KiB
GLSL
// vert //
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out vec4 object_color_g;
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out float mat_scale;
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void main(void) {
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gl_Position = qgl_ftransform();
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object_color_g = qgl_ObjectColor;
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//mat_scale = pow(qgl_ModelMatrix[0][0] * qgl_ModelMatrix[1][1] * qgl_ModelMatrix[2][2], 0.3333);
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mat_scale = pow(determinant(mat3(qgl_ModelMatrix)), 0.333);
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}
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// geom //
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layout (lines) in;
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layout (triangle_strip, max_vertices = 4) out;
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in float mat_scale[];
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in vec4 object_color_g[];
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out vec4 object_color;
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uniform float line_width, z_offset;
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uniform mat4 qgl_ProjMatrix;
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void main(void) {
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object_color = object_color_g[0];
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vec2 dir = normalize(gl_in[0].gl_Position.xy - gl_in[1].gl_Position.xy);
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vec2 side = cross(vec3(dir, 0), vec3(0, 0, 1)).xy;
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vec4 vo = vec4(0, 0, z_offset, 0);
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float dts = 0.05 * line_width * mat_scale[0];
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dir *= dts;
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side *= dts;
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gl_Position = gl_in[0].gl_Position + vec4((dir + side), 0, 0)*qgl_ProjMatrix + vo; EmitVertex();
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gl_Position = gl_in[0].gl_Position + vec4((dir - side), 0, 0)*qgl_ProjMatrix + vo; EmitVertex();
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gl_Position = gl_in[1].gl_Position - vec4((dir - side), 0, 0)*qgl_ProjMatrix + vo; EmitVertex();
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gl_Position = gl_in[1].gl_Position - vec4((dir + side), 0, 0)*qgl_ProjMatrix + vo; EmitVertex();
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EndPrimitive();
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}
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// frag //
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in vec4 object_color;
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uniform float scale;
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void main(void) {
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qgl_FragColor = object_color;
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}
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