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OpenSpace/modules/digitaluniverse/shaders/points_gs.glsl
T

64 lines
3.1 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 - 2017 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#version __CONTEXT__
layout(points) in;
//layout(points, max_vertices = 13) out;
layout(line_strip, max_vertices = 13) out;
in float vs_screenSpaceDepth[];
in float vs_scaleFactor[];
in vec4 colorMap[]
uniform int sides;
out float gs_screenSpaceDepth;
const float PI = 3.1415926;
void main()
{
gs_screenSpaceDepth = vs_screenSpaceDepth[0];
for (int i = 0; i <= sides; i++) {
// Angle between each side in radians
float ang = PI * 2.0 / float(sides) * i;
// Offset from center of point (0.3 to accomodate for aspect ratio)
//vec4 offset = vec4(cos(ang) * 0.003, -sin(ang) * 0.004, 0.0, 0.0);
//gl_Position = gl_in[0].gl_Position + offset;
vec4 offset = vec4(cos(ang) * gl_in[0].gl_Position[0], -sin(ang) * gl_in[0].gl_Position[1],
gl_in[0].gl_Position[2] , gl_in[0].gl_Position[3]);
gl_Position = offset;
EmitVertex();
}
//gl_Position = gl_in[0].gl_Position;// + offset;
//EmitVertex();
EndPrimitive();
}