Shader implementation for streamnumbers

This commit is contained in:
Christian Adamsson
2020-06-30 15:22:26 +02:00
parent 03a8821a33
commit 79c64c850d
@@ -69,6 +69,7 @@ uniform float fluxColorAlpha;
uniform vec3 earthPos;
uniform float DistanceThreshold;
uniform int DistanceMethod;
uniform int activestreamnumber;
// Inputs
// Should be provided in meters
@@ -87,6 +88,10 @@ in float rValue;
// _VA_INDEX in renderableStreamNodes.h
layout(location = 3)
in int nodeIndex;
// The vertex streamnumber of every node. Location must correspond to
// VaStreamnumber in renderableStreamNodes.h
layout(location = 4)
in int Streamnumber;
// These should correspond to the enum 'ColorMode' in renderablestreamnodes.cpp
const int uniformColor = 0;
@@ -198,16 +203,18 @@ void main() {
vs_color = vec4(0);
}
//if(rValue > thresholdFlux){
// vs_color = vec4(0);
//}
if(fluxValue < thresholdFlux){
gl_PointSize = nodeSize;
}
else{
gl_PointSize = nodeSizeLargerFlux;
}
if(Streamnumber != activestreamnumber && NodeskipMethod == 3){
vs_color = vec4(0);
}
vec3 vertexPosRelativetoEarth;
vertexPosRelativetoEarth.x = in_position.x; // + earthPos.x;
@@ -238,6 +245,7 @@ void main() {
}
}
vec4 position_in_meters = vec4(in_position, 1);
vec4 positionClipSpace = modelViewProjection * position_in_meters;
//vs_gPosition = vec4(modelViewTransform * dvec4(in_point_position, 1));