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// Copyright (c) 2018 GeometryFactory Sarl (France).
// All rights reserved.
//
// This file is part of CGAL (www.cgal.org).
//
// $URL: https://github.com/CGAL/cgal/blob/v6.1/Basic_viewer/include/CGAL/Basic_shaders.h $
// $Id: include/CGAL/Basic_shaders.h b26b07a1242 $
// SPDX-License-Identifier: GPL-3.0-or-later OR LicenseRef-Commercial
//
//
// Author(s) : Guillaume Damiand <guillaume.damiand@liris.cnrs.fr>
#ifndef CGAL_BASIC_SHADERS_H
#define CGAL_BASIC_SHADERS_H
#include <CGAL/license/GraphicsView.h>
namespace CGAL
{
//------------------------------------------------------------------------------
const char VERTEX_SOURCE_COLOR[]=R"DELIM(
#version 150
in highp vec3 a_Pos;
in highp vec3 a_Normal;
in mediump vec3 a_Color;
out highp vec4 vs_fP; // view space position
out highp vec4 ls_fP; // local space position
out highp vec3 fN;
out mediump vec4 fColor;
uniform highp mat4 u_Mvp;
uniform highp mat4 u_Mv;
uniform mediump float u_PointSize;
uniform mediump vec3 u_DefaultColor;
uniform bool u_UseDefaultColor;
void main(void)
{
fColor = vec4(a_Color, 1.0);
if (u_UseDefaultColor)
{
fColor = vec4(u_DefaultColor, 1.0);
}
vec4 pos = vec4(a_Pos, 1.0);
ls_fP = pos;
vs_fP = u_Mv * pos;
fN = mat3(u_Mv)* a_Normal;
gl_Position = u_Mvp * pos;
gl_PointSize = u_PointSize;
}
)DELIM";
const char FRAGMENT_SOURCE_COLOR[]=R"DELIM(
#version 150
in highp vec4 vs_fP;
in highp vec4 ls_fP;
in highp vec3 fN;
in mediump vec4 fColor;
out mediump vec4 out_color;
uniform highp vec4 u_LightPos;
uniform mediump vec4 u_LightDiff;
uniform mediump vec4 u_LightSpec;
uniform mediump vec4 u_LightAmb;
uniform mediump float u_SpecPower;
uniform highp vec4 u_ClipPlane;
uniform highp vec4 u_PointPlane;
uniform mediump float u_RenderingMode;
uniform mediump float u_RenderingTransparency;
void main(void)
{
highp vec3 L = u_LightPos.xyz - vs_fP.xyz;
highp vec3 V = -vs_fP.xyz;
highp vec3 a_Normal = normalize(fN);
L = normalize(L);
V = normalize(V);
highp vec3 R = reflect(-L, a_Normal);
highp vec4 diffuse = vec4(max(dot(a_Normal,L), 0.0) * u_LightDiff.rgb * fColor.rgb, 1.0);
highp vec4 ambient = vec4(u_LightAmb.rgb * fColor.rgb, 1.0);
highp vec4 specular = pow(max(dot(R,V), 0.0), u_SpecPower) * u_LightSpec;
// onPlane == 1: inside clipping plane, should be solid;
// onPlane == -1: outside clipping plane, should be transparent;
// onPlane == 0: on clipping plane, whatever;
float onPlane = sign(dot((ls_fP.xyz-u_PointPlane.xyz), u_ClipPlane.xyz));
// rendering_mode == -1: draw all solid;
// rendering_mode == 0: draw solid only;
// rendering_mode == 1: draw transparent only;
if (u_RenderingMode == (onPlane+1)/2) {
// discard other than the corresponding half when rendering
discard;
}
// draw corresponding part
out_color = u_RenderingMode < 1 ? (diffuse + ambient) :
vec4(diffuse.rgb + ambient.rgb, u_RenderingTransparency);
}
)DELIM";
const char VERTEX_SOURCE_P_L[]=R"DELIM(
#version 150
in highp vec3 a_Pos;
in mediump vec3 a_Color;
out mediump vec4 fColor;
out highp vec4 ls_fP; // local space
uniform highp mat4 u_Mvp;
uniform mediump float u_PointSize;
uniform bool u_IsOrthographic;
uniform mediump vec3 u_DefaultColor;
uniform bool u_UseDefaultColor;
bool EqualZero(float value)
{
return abs(value) < 0.00001;
}
void main(void)
{
fColor = vec4(a_Color, 1.0);
if (u_UseDefaultColor)
{
fColor = vec4(u_DefaultColor, 1.0);
}
vec4 pos = vec4(a_Pos, 1.0);
ls_fP = pos;
gl_Position = u_Mvp * pos;
float distance = gl_Position.w;
if (u_IsOrthographic)
{
distance = u_PointSize;
}
float effectiveDistance = EqualZero(distance) ? 0.00001 : distance;
gl_PointSize = u_PointSize / effectiveDistance * 5.0;
}
)DELIM";
const char VERTEX_SOURCE_SHAPE[]=R"DELIM(
#version 150
in highp vec3 a_Pos;
in mediump vec3 a_Color;
out mediump vec4 gColor;
out highp vec4 ls_fP;
uniform highp mat4 u_Mvp;
uniform mediump vec3 u_DefaultColor;
uniform bool u_UseDefaultColor;
void main(void)
{
gColor = vec4(a_Color, 1.0);
if (u_UseDefaultColor)
{
gColor = vec4(u_DefaultColor, 1.0);
}
gl_Position = vec4(a_Pos, 1.0);
}
)DELIM";
const char GEOMETRY_SOURCE_SPHERE[]=R"DELIM(
#version 150
layout(points) in;
layout(triangle_strip, max_vertices = 72) out; // max_vertices = (resolution+1) * 2 * latResolution
#define PI 3.14159265358979323846
in mediump vec4 gColor[];
out mediump vec4 fColor;
out highp vec4 ls_fP;
uniform highp mat4 u_Mvp;
uniform mediump float u_Radius;
void drawSphere(in vec4 center, in float radius, in float resolution)
{
float latResolution = resolution*0.5;
float stepTheta = PI/latResolution;
float stepPhi = 2*PI/resolution;
for(int i=0; i<latResolution; ++i)
{
float theta1 = stepTheta*i;
float theta2 = stepTheta*(i+1);
for(int j=0; j<=resolution; ++j)
{
float phi = stepPhi*j;
float x1 = center.x + radius * sin(theta1) * cos(phi);
float y1 = center.y + radius * sin(theta1) * sin(phi);
float z1 = center.z + radius * cos(theta1);
ls_fP = vec4(x1, y1, z1, 1.0);
gl_Position = u_Mvp * ls_fP;
EmitVertex();
float x2 = center.x + radius * sin(theta2) * cos(phi);
float y2 = center.y + radius * sin(theta2) * sin(phi);
float z2 = center.z + radius * cos(theta2);
ls_fP = vec4(x2, y2, z2, 1.0);
gl_Position = u_Mvp * ls_fP;
EmitVertex();
}
EndPrimitive();
}
}
void main(void)
{
fColor = gColor[0];
int resolution = 8;
vec4 center = gl_in[0].gl_Position;
drawSphere(center, u_Radius, resolution);
}
)DELIM";
const char GEOMETRY_SOURCE_CYLINDER[]=R"DELIM(
#version 150
layout(lines) in;
layout(triangle_strip, max_vertices = 22) out;
#define PI 3.14159265358979323846
in mediump vec4 gColor[];
out mediump vec4 fColor;
out highp vec4 ls_fP;
uniform highp mat4 u_Mvp;
uniform mediump float u_Radius;
void drawCylinder(in vec3 u, in vec3 v, in vec4 bot, in vec4 top, in float radius, in float resolution)
{
float step = 2*PI/resolution;
for(int i=0; i<=resolution; ++i)
{
float theta = step*i;
float cosf = radius*cos(theta);
float sinf = radius*sin(theta);
vec3 xAxis = cosf*u.xyz;
vec3 yAxis = sinf*v.xyz;
ls_fP = vec4(top.xyz+xAxis.xyz+yAxis.xyz, 1.0);
gl_Position = u_Mvp * ls_fP;
EmitVertex();
ls_fP = vec4(bot.xyz+xAxis.xyz+yAxis.xyz, 1.0);
gl_Position = u_Mvp * ls_fP;
EmitVertex();
}
EndPrimitive();
}
void main(void)
{
fColor = gColor[0];
vec4 a = gl_in[0].gl_Position;
vec4 b = gl_in[1].gl_Position;
vec3 n = normalize(vec3(b.x-a.x, b.y-a.y, b.z-a.z)); // compute top normal
vec3 w = normalize(vec3(-n.z, n.x, n.y));
// Axis vectors
vec3 u = normalize(cross(n, w));
vec3 v = normalize(cross(n, u));
int resolution = 10;
drawCylinder(u, v, a, b, u_Radius, resolution);
}
)DELIM";
const char FRAGMENT_SOURCE_P_L[]=R"DELIM(
#version 150
in mediump vec4 fColor;
in highp vec4 ls_fP;
out mediump vec4 out_color;
uniform highp vec4 u_ClipPlane;
uniform highp vec4 u_PointPlane;
uniform mediump float u_RenderingMode;
void main(void)
{
// onPlane == 1: inside clipping plane, should be solid;
// onPlane == -1: outside clipping plane, should be transparent;
// onPlane == 0: on clipping plane, whatever;
float onPlane = sign(dot((ls_fP.xyz-u_PointPlane.xyz), u_ClipPlane.xyz));
// rendering_mode == -1: draw both inside and outside;
// rendering_mode == 0: draw inside only;
// rendering_mode == 1: draw outside only;
if (u_RenderingMode == (onPlane+1)/2) {
// discard other than the corresponding half when rendering
discard;
}
out_color = fColor;
}
)DELIM";
const char VERTEX_SOURCE_CLIPPING_PLANE[]=R"DELIM(
#version 150
in highp vec3 a_Pos;
uniform highp mat4 u_Vp;
uniform highp mat4 u_M;
void main(void)
{
gl_Position = u_Vp * u_M * vec4(a_Pos, 1.0);
}
)DELIM";
const char FRAGMENT_SOURCE_CLIPPING_PLANE[]=R"DELIM(
#version 150
out mediump vec4 out_color;
void main(void)
{
out_color = vec4(0.0, 0.0, 0.0, 1.0);
}
)DELIM";
const char VERTEX_SOURCE_LINE[]=R"DELIM(
#version 150
in highp vec3 a_Pos;
in mediump vec3 a_Color;
out VS_OUT {
mediump vec4 color;
} vs_out; // vertex shader output
uniform mediump vec3 u_DefaultColor;
uniform bool u_UseDefaultColor;
void main(void)
{
vs_out.color = vec4(a_Color, 1.0);
if (u_UseDefaultColor)
{
vs_out.color = vec4(u_DefaultColor, 1.0);
}
gl_Position = vec4(a_Pos, 1.0);
}
)DELIM";
const char GEOMETRY_SOURCE_ARROW[]=R"DELIM(
#version 150
layout(lines) in;
layout(triangle_strip, max_vertices = 82) out; // max_vertices = resolution * 2 + 2 (cylinder) + resolution * 3 (disc) + resolution * 3 (cone)
#define PI 3.14159265358979323846
in VS_OUT {
mediump vec4 color;
} gs_in[]; // geometry shader input
out mediump vec4 fColor;
uniform highp mat4 u_Mvp;
uniform mediump float u_SceneRadius;
void drawTriangle(in vec4 v1, in vec4 v2, in vec4 v3)
{
gl_Position = u_Mvp*v1;
EmitVertex();
gl_Position = u_Mvp*v2;
EmitVertex();
gl_Position = u_Mvp*v3;
EmitVertex();
EndPrimitive();
}
void drawTriangleFan(in vec3 u, in vec3 v, in vec4 center, in vec4 edge0, in float radius, in int resolution)
{
float step = 2*PI/resolution;
for(int i=0; i<resolution; ++i)
{
float theta = step*i;
float cosf = radius*cos(theta);
float sinf = radius*sin(theta);
vec3 xAxis = cosf*u.xyz;
vec3 yAxis = sinf*v.xyz;
vec4 edge1 = vec4(edge0.xyz+xAxis.xyz+yAxis.xyz, 1.0);
theta = step*(i+1);
cosf = radius*cos(theta);
sinf = radius*sin(theta);
xAxis = cosf*u.xyz;
yAxis = sinf*v.xyz;
vec4 edge2 = vec4(edge0.xyz+xAxis.xyz+yAxis.xyz, 1.0);
drawTriangle(center, edge1, edge2);
}
}
void drawDisc(in vec3 u, in vec3 v, in vec4 center, in float radius, in int resolution)
{
drawTriangleFan(u, v, center, center, radius, resolution);
}
void drawCone(in vec3 u, in vec3 v, in vec3 n, in vec4 center, in float radius, in float height, in int resolution)
{
drawTriangleFan(u, v, center, vec4(center.xyz-height*n.xyz, 1.0), radius, resolution);
}
void drawCylinder(in vec3 u, in vec3 v, in vec4 bot, in vec4 top, in float radius, in float resolution)
{
float step = 2*PI/resolution;
for(int i=0; i<=resolution; ++i)
{
float theta = step*i;
float cosf = radius*cos(theta);
float sinf = radius*sin(theta);
vec3 xAxis = cosf*u.xyz;
vec3 yAxis = sinf*v.xyz;
gl_Position = u_Mvp * vec4(top.xyz+xAxis.xyz+yAxis.xyz, 1.0);
EmitVertex();
gl_Position = u_Mvp * vec4(bot.xyz+xAxis.xyz+yAxis.xyz, 1.0);
EmitVertex();
}
EndPrimitive();
}
void main(void)
{
fColor = gs_in[0].color;
vec4 a = gl_in[0].gl_Position;
vec4 b = gl_in[1].gl_Position;
vec3 n = normalize(vec3(b.x-a.x, b.y-a.y, b.z-a.z)); // compute top normal
vec3 w = normalize(vec3(-n.z, n.x, n.y));
// Axis vectors
vec3 u = normalize(cross(n, w));
vec3 v = normalize(cross(n, u));
float radius = 0.013 * u_SceneRadius;
float height = 0.035 * u_SceneRadius;
int resolution = 10;
vec4 c = vec4(b.xyz-height*n.xyz, 1.0);
drawDisc(u, v, c, radius, resolution);
drawCone(u, v, n, b, radius, height, resolution);
drawCylinder(u, v, a, c, radius*0.5, resolution);
}
)DELIM";
const char GEOMETRY_SOURCE_LINE[]=R"DELIM(
#version 150
layout(lines) in;
layout(line_strip, max_vertices = 2) out;
in VS_OUT {
mediump vec4 color;
} gs_in[]; // geometry shader input
out mediump vec4 fColor;
uniform highp mat4 u_Mvp;
void main(void)
{
fColor = gs_in[0].color;
gl_Position = u_Mvp * gl_in[0].gl_Position;
EmitVertex();
gl_Position = u_Mvp * gl_in[1].gl_Position;
EmitVertex();
EndPrimitive();
}
)DELIM";
const char FRAGMENT_SOURCE_LINE[]=R"DELIM(
#version 150
in mediump vec4 fColor;
out mediump vec4 out_color;
void main(void)
{
out_color = fColor;
}
)DELIM";
const char VERTEX_SOURCE_NORMAL[]=R"DELIM(
#version 150
in highp vec3 a_Pos;
in highp vec3 a_Normal;
out VS_OUT {
mediump vec4 color;
highp vec3 normal;
} vs_out; // vertex shader output
uniform highp mat4 u_Mv;
uniform mediump vec3 u_DefaultColor;
uniform bool u_UseDefaultColor;
void main(void)
{
vs_out.color = vec4(abs(normalize(a_Normal)), 1.0);
if (u_UseDefaultColor)
{
vs_out.color = vec4(u_DefaultColor, 1.0);
}
mat3 normalMatrix = mat3(transpose(inverse(u_Mv)));
vs_out.normal = normalize(vec3(vec4(normalMatrix * a_Normal, 0.0)));
gl_Position = vec4(a_Pos, 1.0);
}
)DELIM";
const char GEOMETRY_SOURCE_NORMAL[]=R"DELIM(
#version 150
layout (triangles) in;
layout (line_strip, max_vertices = 6) out;
in VS_OUT {
mediump vec4 color;
highp vec3 normal;
} gs_in[]; // geometry shader input
out mediump vec4 fColor;
out highp vec4 ls_fP;
uniform highp mat4 u_Projection;
uniform mediump float u_Factor;
uniform mediump float u_SceneRadius;
uniform highp mat4 u_Mv;
uniform bool u_DisplayFaceNormal;
void GenerateLine(int index)
{
fColor = gs_in[index].color;
ls_fP = gl_in[index].gl_Position;
gl_Position = u_Projection * u_Mv * gl_in[index].gl_Position;
EmitVertex();
vec4 newPosition = u_Mv * gl_in[index].gl_Position + vec4(gs_in[index].normal, 0.0) * u_SceneRadius * u_Factor;
ls_fP = inverse(u_Mv) * newPosition;
gl_Position = u_Projection * newPosition;
EmitVertex();
EndPrimitive();
}
void DrawVerticesNormal()
{
GenerateLine(0); // first vertex normal
GenerateLine(1); // second vertex normal
GenerateLine(2); // third vertex normal
}
void DrawFaceNormal()
{
fColor = (gs_in[0].color + gs_in[1].color + gs_in[2].color) / 3;
vec4 center = (gl_in[0].gl_Position + gl_in[1].gl_Position + gl_in[2].gl_Position) / 3;
ls_fP = center;
gl_Position = u_Projection * u_Mv * center;
EmitVertex();
vec3 n = normalize((gs_in[0].normal.xyz + gs_in[1].normal.xyz + gs_in[2].normal.xyz) / 3);
vec4 newPosition = u_Mv * center + vec4(n, 0.0) * u_SceneRadius * u_Factor;
ls_fP = inverse(u_Mv) * newPosition;
gl_Position = u_Projection * newPosition;
EmitVertex();
}
void main()
{
if (u_DisplayFaceNormal)
{
DrawFaceNormal();
}
else
{
DrawVerticesNormal();
}
}
)DELIM";
const char VERTEX_SOURCE_TRIANGLE[]=R"DELIM(
#version 150
in highp vec3 a_Pos;
out VS_OUT {
mediump vec4 color;
highp vec4 ls_fP;
} vs_out;
uniform highp mat4 u_Mvp;
void main(void)
{
vec4 pos = vec4(a_Pos, 1.0);
vs_out.color = vec4(0.85, 0.85, 0.85, 1.0);
vs_out.ls_fP = pos;
gl_Position = u_Mvp * pos;
}
)DELIM";
const char GEOMETRY_SOURCE_TRIANGLE[]=R"DELIM(
#version 150
layout (triangles) in;
layout (line_strip, max_vertices=4) out;
in VS_OUT {
mediump vec4 color;
highp vec4 ls_fP;
} gs_in[];
out mediump vec4 fColor;
out highp vec4 ls_fP;
void main(void)
{
fColor = gs_in[0].color;
ls_fP = gs_in[0].ls_fP;
gl_Position = gl_in[0].gl_Position;
EmitVertex();
ls_fP = gs_in[1].ls_fP;
gl_Position = gl_in[1].gl_Position;
EmitVertex();
ls_fP = gs_in[2].ls_fP;
gl_Position = gl_in[2].gl_Position;
EmitVertex();
ls_fP = gs_in[0].ls_fP;
gl_Position = gl_in[0].gl_Position;
EmitVertex();
}
)DELIM";
const char VERTEX_SOURCE_LINE_WIDTH[]=R"DELIM(
#version 150
in highp vec3 a_Pos;
in mediump vec3 a_Color;
out VS_OUT {
mediump float pointSize;
mediump vec4 color;
highp vec4 ls_fP;
} vs_out;
uniform highp mat4 u_Mvp;
uniform mediump float u_PointSize;
uniform bool u_IsOrthographic;
uniform mediump vec3 u_DefaultColor;
uniform bool u_UseDefaultColor;
bool EqualZero(float value)
{
return abs(value) < 0.00001;
}
void main(void)
{
vec4 pos = vec4(a_Pos, 1.0);
vs_out.ls_fP = pos;
vs_out.color = vec4(a_Color, 1.0);
if (u_UseDefaultColor)
{
vs_out.color = vec4(u_DefaultColor, 1.0);
}
gl_Position = u_Mvp * pos;
float distance = gl_Position.w;
if (u_IsOrthographic)
{
distance = u_PointSize;
}
float effectiveDistance = EqualZero(distance) ? 0.00001 : distance;
vs_out.pointSize = u_PointSize / effectiveDistance;
}
)DELIM";
const char GEOMETRY_SOURCE_LINE_WIDTH[]=R"DELIM(
#version 150
layout (lines) in;
layout (triangle_strip, max_vertices = 4) out;
in mediump vec4 g_Color[];
in VS_OUT {
mediump float pointSize;
mediump vec4 color;
highp vec4 ls_fP;
} gs_in[];
out mediump vec4 fColor;
out highp vec4 ls_fP;
uniform mediump float u_PointSize;
uniform mediump vec2 u_Viewport;
uniform highp mat4 u_Mvp;
vec2 ToScreenSpace(vec4 vertex)
{
return vec2(vertex.xy / vertex.w) * u_Viewport;
}
vec4 ToWorldSpace(vec4 vertex)
{
return vec4((vertex.xy * vertex.w) / u_Viewport, vertex.zw);
}
void main(void)
{
vec2 p0 = ToScreenSpace(gl_in[0].gl_Position);
vec2 p1 = ToScreenSpace(gl_in[1].gl_Position);
vec2 v0 = normalize(p1 - p0);
vec2 n0 = vec2(-v0.y, v0.x) * u_PointSize * 0.5;
// line start
gl_Position = ToWorldSpace(vec4(p0 - n0 * gs_in[0].pointSize, gl_in[0].gl_Position.zw));
fColor = gs_in[0].color;
ls_fP = inverse(u_Mvp) * gl_Position;
EmitVertex();
gl_Position = ToWorldSpace(vec4(p0 + n0 * gs_in[0].pointSize, gl_in[0].gl_Position.zw));
fColor = gs_in[0].color;
ls_fP = inverse(u_Mvp) * gl_Position;
EmitVertex();
// line end
gl_Position = ToWorldSpace(vec4(p1 - n0 * gs_in[1].pointSize, gl_in[1].gl_Position.zw));
fColor = gs_in[1].color;
ls_fP = inverse(u_Mvp) * gl_Position;
EmitVertex();
gl_Position = ToWorldSpace(vec4(p1 + n0 * gs_in[1].pointSize, gl_in[1].gl_Position.zw));
fColor = gs_in[1].color;
ls_fP = inverse(u_Mvp) * gl_Position;
EmitVertex();
}
)DELIM";
//------------------------------------------------------------------------------
// compatibility shaders
const char VERTEX_SOURCE_COLOR_COMP[]=R"DELIM(
varying highp vec3 a_Pos;
varying highp vec3 a_Normal;
varying mediump vec3 a_Color;
varying highp vec4 vs_fP; // view space position
varying highp vec3 fN;
varying mediump vec4 fColor;
uniform highp mat4 u_Mvp;
uniform highp mat4 u_Mv;
uniform mediump float u_PointSize;
uniform mediump vec3 u_DefaultColor;
uniform bool u_UseDefaultColor;
void main(void)
{
vec4 pos = vec4(a_Pos, 1.0);
vs_fP = u_Mv * pos;
highp mat3 mv_matrix_3;
mv_matrix_3[0] = mv_matrix[0].xyz;
mv_matrix_3[1] = mv_matrix[1].xyz;
mv_matrix_3[2] = mv_matrix[2].xyz;
fN = mv_matrix_3* a_Normal;
fColor = vec4(a_Color, 1.0);
if (u_UseDefaultColor)
{
fColor = vec4(u_DefaultColor, 1.0);
}
gl_PointSize = u_PointSize;
gl_Position = u_Mvp * pos;
}
)DELIM";
const char FRAGMENT_SOURCE_COLOR_COMP[]=R"DELIM(
varying highp vec4 vs_fP;
varying highp vec3 fN;
varying mediump vec4 fColor;
uniform highp vec4 u_LightPos;
uniform mediump vec4 u_LightDiff;
uniform mediump vec4 u_LightSpec;
uniform mediump vec4 u_LightAmb;
uniform mediump float u_SpecPower ;
void main(void)
{
highp vec3 L = u_LightPos.xyz - vs_fP.xyz;
highp vec3 V = -vs_fP.xyz;
highp vec3 a_Normal = normalize(fN);
L = normalize(L);
V = normalize(V);
highp vec3 R = reflect(-L, a_Normal);
highp vec4 diffuse = max(dot(a_Normal,L), 0.0) * u_LightDiff * fColor;
highp vec4 specular = pow(max(dot(R,V), 0.0), u_SpecPower) * u_LightSpec;
gl_FragColor = u_LightAmb*fColor + diffuse;
}
)DELIM";
const char VERTEX_SOURCE_P_L_COMP[]=R"DELIM(
varying highp vec3 a_Pos;
varying mediump vec3 a_Color;
varying mediump vec4 fColor;
uniform highp mat4 u_Mvp;
uniform mediump float u_PointSize;
uniform mediump vec3 u_DefaultColor;
uniform bool u_UseDefaultColor;
void main(void)
{
fColor = vec4(a_Color, 1.0);
if (u_UseDefaultColor)
{
fColor = vec4(u_DefaultColor, 1.0);
}
gl_PointSize = u_PointSize;
gl_Position = u_Mvp * vec4(a_Pos, 1.0);
}
)DELIM";
const char FRAGMENT_SOURCE_P_L_COMP[]=R"DELIM(
varying mediump vec4 fColor;
void main(void)
{
gl_FragColor = fColor;
}
)DELIM";
/* const char vertex_source_clipping_plane_comp[]=R"DELIM(
attribute highp vec4 vertex;
uniform highp mat4 vp_matrix;
uniform highp mat4 m_matrix;
void main(void)
{
gl_Position = vp_matrix * m_matrix * vertex;
}
)DELIM";
const char fragment_source_clipping_plane_comp[]=R"DELIM(
out highp vec4 out_color;
void main(void)
{
out_color = vec4(0.0, 0.0, 0.0, 1.0);
}
)DELIM";
*/
}
#endif // CGAL_BASIC_SHADERS_H
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