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Layer shader now uses own attribute for line dimensions instead of misusing uvs.
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commit
0f2fb86cd9
6 changed files with 22 additions and 40 deletions
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@ -10,13 +10,14 @@ vertex =
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attribute highp vec4 a_vertex;
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attribute lowp vec4 a_color;
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attribute highp vec4 a_normal;
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attribute highp vec2 a_uvs; // misused here for width and height
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attribute highp vec2 a_line_dim; // line width and thickness
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varying lowp vec4 v_color;
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varying highp vec3 v_vertex;
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varying highp vec3 v_normal;
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varying lowp vec2 v_uvs;
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//varying lowp vec2 v_uvs;
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varying lowp vec2 v_line_dim;
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varying lowp vec4 f_color;
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varying highp vec3 f_vertex;
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@ -25,7 +26,7 @@ vertex =
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void main()
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{
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vec4 v1_vertex = a_vertex;
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v1_vertex.y -= a_uvs.y / 2; // half layer down
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v1_vertex.y -= a_line_dim.y / 2; // half layer down
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vec4 world_space_vert = u_modelMatrix * v1_vertex;
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// gl_Position = u_viewProjectionMatrix * world_space_vert;
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gl_Position = world_space_vert;
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@ -36,7 +37,7 @@ vertex =
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v_vertex = world_space_vert.xyz;
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v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
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v_uvs = a_uvs;
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v_line_dim = a_line_dim;
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// for testing without geometry shader
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f_color = v_color;
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@ -47,9 +48,7 @@ vertex =
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geometry =
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#version 410
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//uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewProjectionMatrix;
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//uniform highp mat4 u_modelViewProjectionMatrix;
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layout(lines) in;
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layout(triangle_strip, max_vertices = 26) out;
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@ -57,7 +56,7 @@ geometry =
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in vec4 v_color[];
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in vec3 v_vertex[];
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in vec3 v_normal[];
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in vec2 v_uvs[];
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in vec2 v_line_dim[];
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out vec4 f_color;
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out vec3 f_normal;
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@ -65,10 +64,6 @@ geometry =
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void main()
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{
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//int i;
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//vec3 g_normal;
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//vec3 g_offset;
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vec4 g_vertex_delta;
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vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
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vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
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@ -77,8 +72,8 @@ geometry =
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vec3 g_vertex_normal_horz_head;
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vec4 g_vertex_offset_horz_head;
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float size_x = v_uvs[0].x / 2 + 0.01; // radius, and make it nicely overlapping
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float size_y = v_uvs[0].y / 2 + 0.01;
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float size_x = v_line_dim[0].x / 2 + 0.01; // radius, and make it nicely overlapping
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float size_y = v_line_dim[0].y / 2 + 0.01;
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//g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x);
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g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
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@ -89,7 +84,6 @@ geometry =
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g_vertex_offset_horz = vec4(g_vertex_normal_horz * size_x, 0.0); //size * g_vertex_normal_horz;
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g_vertex_normal_vert = vec3(0.0, 1.0, 0.0);
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//g_vertex_offset_vert = vec3(g_vertex_normal_vert.x * 0.5f, g_vertex_normal_vert.y * 0.5f, g_vertex_normal_vert.z * 0.5f); //size * g_vertex_normal_vert;
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g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0);
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f_vertex = v_vertex[0];
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@ -243,10 +237,6 @@ geometry =
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EmitVertex();
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EndPrimitive();
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}
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fragment =
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@ -327,4 +317,4 @@ u_lightPosition = light_0_position
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a_vertex = vertex
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a_color = color
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a_normal = normal
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a_uvs = uv0
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a_line_dim = line_dim
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