2017-09-16 06:44:18 +00:00
|
|
|
// -*-C++-*-
|
|
|
|
#version 120
|
|
|
|
#extension GL_EXT_geometry_shader4 : enable
|
|
|
|
|
|
|
|
#define MAX_LAYERS 8
|
|
|
|
#define MIN_LAYERS 2
|
|
|
|
#define MAX_MINUS_MIN_LAYERS 6
|
|
|
|
|
|
|
|
uniform float overlay_max_height;
|
|
|
|
|
|
|
|
varying in vec3 v_normal[3];
|
|
|
|
|
|
|
|
varying out vec2 g_rawpos;
|
|
|
|
varying out float g_distance_to_eye;
|
|
|
|
varying out vec3 g_normal;
|
|
|
|
varying out float g_altitude;
|
2017-09-18 09:47:21 +00:00
|
|
|
varying out float g_layer;
|
2017-09-16 06:44:18 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float min3(in float a, in float b, in float c)
|
|
|
|
{
|
|
|
|
float m = a;
|
|
|
|
if (m > b) m = b;
|
|
|
|
if (m > c) m = c;
|
|
|
|
return m;
|
|
|
|
}
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
float distances[3];
|
|
|
|
distances[0] = -(gl_ModelViewMatrix * gl_PositionIn[0]).z;
|
|
|
|
distances[1] = -(gl_ModelViewMatrix * gl_PositionIn[1]).z;
|
|
|
|
distances[2] = -(gl_ModelViewMatrix * gl_PositionIn[2]).z;
|
|
|
|
float minDistance = min3(distances[0], distances[1], distances[2]);
|
|
|
|
//float avgDistance = (distances[0]+distances[1]+distances[2])*0.33;
|
|
|
|
|
|
|
|
int numLayers = MIN_LAYERS + int((1.0 - smoothstep(250.0, 5000.0, minDistance)) * float(MAX_MINUS_MIN_LAYERS));
|
|
|
|
|
|
|
|
float deltaLayer = 1.0 / float(numLayers);
|
|
|
|
float currDeltaLayer = 1.5 * deltaLayer;// * 0.5;
|
|
|
|
|
|
|
|
for (int layer = 0; layer < numLayers; ++layer) {
|
|
|
|
for (int i = 0; i < 3; ++i) {
|
|
|
|
vec4 pos = gl_PositionIn[i] + vec4(v_normal[i] * currDeltaLayer * overlay_max_height, 0.0);
|
|
|
|
g_rawpos = gl_PositionIn[i].xy;
|
|
|
|
g_distance_to_eye = distances[i];
|
|
|
|
g_layer = currDeltaLayer;
|
|
|
|
g_normal = v_normal[i];
|
|
|
|
g_altitude = gl_PositionIn[i].z;
|
|
|
|
|
|
|
|
gl_Position = gl_ModelViewProjectionMatrix * pos;
|
|
|
|
gl_TexCoord[0] = gl_TexCoordIn[i][0];
|
|
|
|
EmitVertex();
|
|
|
|
}
|
|
|
|
EndPrimitive();
|
|
|
|
|
|
|
|
currDeltaLayer += deltaLayer;
|
|
|
|
}
|
|
|
|
}
|