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//-----------------------------------------------------------------------------
// Point rendering shader
//
// Copyright 2016 Aleksey Egorov
//-----------------------------------------------------------------------------
const float feather = 0.5;
attribute vec3 pos;
attribute vec2 loc;
uniform mat4 modelview;
uniform mat4 projection;
uniform float width;
uniform float pixel;
void main() {
// get camera vectors from modelview matrix
vec3 u = vec3(modelview[0].x, modelview[1].x, modelview[2].x);
vec3 v = vec3(modelview[0].y, modelview[1].y, modelview[2].y);
// calculate point contour extension basis for constant width and caps
// calculate point extension width considering antialiasing
float ext = width + feather * pixel;
// extend point contour
vec3 vertex = pos;
vertex += ext * loc.x * normalize(u);
vertex += ext * loc.y * normalize(v);
// transform resulting vertex with modelview and projection matrices
gl_Position = projection * modelview * vec4(vertex, 1.0);
}
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