Started setting layer height and line width in layer view

This commit is contained in:
Jack Ha 2016-12-22 14:41:50 +01:00
parent 2b37bde630
commit c12e6da3ac
5 changed files with 37 additions and 15 deletions

View file

@ -10,11 +10,13 @@ vertex =
attribute highp vec4 a_vertex;
attribute lowp vec4 a_color;
attribute highp vec4 a_normal;
attribute highp vec2 a_uvs; // misused here for width and height
varying lowp vec4 v_color;
varying highp vec3 v_vertex;
varying highp vec3 v_normal;
varying lowp vec2 v_uvs;
varying lowp vec4 f_color;
varying highp vec3 f_vertex;
@ -32,6 +34,7 @@ vertex =
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
v_uvs = a_uvs;
// for testing without geometry shader
f_color = v_color;
@ -47,14 +50,12 @@ geometry =
//uniform highp mat4 u_modelViewProjectionMatrix;
layout(lines) in;
layout(triangle_strip, max_vertices = 28) out;
/*layout(std140) uniform Matrices {
mat4 u_modelViewProjectionMatrix;
};*/
layout(triangle_strip, max_vertices = 26) out;
in vec4 v_color[];
in vec3 v_vertex[];
in vec3 v_normal[];
in vec2 v_uvs[];
out vec4 f_color;
out vec3 f_normal;
@ -74,8 +75,8 @@ geometry =
vec3 g_vertex_normal_horz_head;
vec4 g_vertex_offset_horz_head;
const float size_x = 0.2;
const float size_y = 0.1;
float size_x = v_uvs[0].x;
float size_y = v_uvs[0].y;
//g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x);
g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
@ -90,25 +91,29 @@ geometry =
g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0);
f_vertex = v_vertex[0];
f_normal = g_vertex_normal_horz;
f_color = v_color[0];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
f_normal = g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
EmitVertex();
f_vertex = v_vertex[1];
f_color = v_color[1];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
f_normal = g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
EmitVertex();
f_vertex = v_vertex[0];
f_color = v_color[0];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
f_normal = g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
EmitVertex();
f_vertex = v_vertex[1];
f_color = v_color[1];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
f_normal = g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
EmitVertex();
@ -116,23 +121,27 @@ geometry =
f_vertex = v_vertex[0];
f_normal = -g_vertex_normal_horz;
f_color = v_color[0];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
EmitVertex();
f_vertex = v_vertex[1];
f_color = v_color[1];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
f_normal = -g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
EmitVertex();
f_vertex = v_vertex[0];
f_color = v_color[0];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
f_normal = -g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert);
EmitVertex();
f_vertex = v_vertex[1];
f_color = v_color[1];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
f_normal = -g_vertex_normal_vert;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
EmitVertex();
@ -140,11 +149,13 @@ geometry =
f_vertex = v_vertex[0];
f_normal = g_vertex_normal_horz;
f_color = v_color[0];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
EmitVertex();
f_vertex = v_vertex[1];
f_color = v_color[1];
//f_color = vec4(v_uvs[0], 0.0, 1.0);
f_normal = g_vertex_normal_horz;
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
EmitVertex();
@ -313,4 +324,5 @@ u_lightPosition = light_0_position
[attributes]
a_vertex = vertex
a_color = color
a_normal = normal
a_normal = normal
a_uvs = uv0