https://github.com/NSchertler/GeneralizedMotorcycleGraph
Revision 16a6ae64d8f7efb681a6292569f0935fc909799f authored by Nico Schertler on 09 July 2018, 12:30:22 UTC, committed by Nico Schertler on 09 July 2018, 12:30:22 UTC
1 parent 365534a
Tip revision: 16a6ae64d8f7efb681a6292569f0935fc909799f authored by Nico Schertler on 09 July 2018, 12:30:22 UTC
minor changes
minor changes
Tip revision: 16a6ae6
cylinder.frag
#version 330
#extension GL_ARB_conservative_depth: enable
in fData
{
vec2 cameraInGlyphSpace;
vec3 posInGlyphSpace;
float halfHeight;
vec3 cylinderCenter;
mat3 glyphSpaceToWorldSpace;
} frag;
uniform float radius;
uniform mat4 mvp;
out vec4 result;
layout (depth_greater) out float gl_FragDepth;
uniform vec4 color;
uniform bool shaded;
void main()
{
vec3 camPos = vec3(frag.cameraInGlyphSpace, 0);
vec3 dir = frag.posInGlyphSpace - camPos;
//quadratic equation
float a = dir.y * dir.y + dir.z * dir.z;
float b = 2 * frag.cameraInGlyphSpace.y * dir.y;
float c = frag.cameraInGlyphSpace.y * frag.cameraInGlyphSpace.y - radius * radius;
b /= a;
c /= a;
float discriminant = 0.25 * b * b - c;
if(discriminant < 0)
discard;
float t = -b / 2 - sqrt(discriminant);
vec3 intersectionPos = camPos + t * dir;
if(intersectionPos.x < -frag.halfHeight || intersectionPos.x > frag.halfHeight)
discard;
vec3 normal = intersectionPos;
normal.x = 0;
normal = normalize(normal);
dir = normalize(dir);
vec4 proj = mvp * vec4(frag.glyphSpaceToWorldSpace * intersectionPos + frag.cylinderCenter, 1);
gl_FragDepth = ((gl_DepthRange.diff * proj.z / proj.w) + gl_DepthRange.near + gl_DepthRange.far) / 2.0;
if(shaded)
{
float nDotL = dot(-dir, normal);
vec3 col = color.rgb * nDotL + vec3(0.5, 0.5, 0.5) * pow(nDotL, 120);
result = vec4(col, color.a);
}
else
result = color;
}
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