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fgdata/Shaders/landmass.geom

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#version 120
#extension GL_EXT_geometry_shader4 : enable
varying in vec4 rawposIn[];
varying in vec3 NormalIn[];
varying in vec3 VTangentIn[];
varying in vec3 VBinormalIn[];
varying out vec4 rawpos;
varying out vec4 ecPosition;
varying out vec3 VNormal;
varying out vec3 VTangent;
varying out vec3 VBinormal;
varying out vec3 Normal;
varying out vec4 constantColor;
uniform float canopy_height;
void createVertex(int i, int j, float offset, float s)
{
rawpos = rawposIn[i] + offset * vec4(NormalIn[i], 0.0);
ecPosition = gl_ModelViewMatrix * rawpos;
if ( s == 0.0 )
{
vec4 v;
if (j < i)
{
v = rawposIn[j] - rawposIn[i];
Normal = normalize(cross( NormalIn[i], v.xyz ));
}
else
{
v = rawposIn[i] - rawposIn[j];
Normal = normalize(cross( NormalIn[j], v.xyz ));
}
}
else
{
Normal = NormalIn[i];
}
VNormal = normalize(gl_NormalMatrix * Normal);
VTangent = VTangentIn[i];
VBinormal = VBinormalIn[i];
gl_FrontColor = gl_FrontColorIn[i];
constantColor = gl_FrontMaterial.emission
+ gl_FrontColorIn[i] * (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = gl_ProjectionMatrix * ecPosition;
gl_TexCoord[0] = gl_TexCoordIn[i][0];
EmitVertex();
}
void main(void)
{
createVertex(0, 1, canopy_height, 0.0);
createVertex(0, 1, 0.0, 0.0);
createVertex(1, 0, canopy_height, 0.0);
createVertex(1, 0, 0.0, 0.0);
EndPrimitive();
createVertex(1, 2, canopy_height, 0.0);
createVertex(1, 2, 0.0, 0.0);
createVertex(2, 1, canopy_height, 0.0);
createVertex(2, 1, 0.0, 0.0);
EndPrimitive();
createVertex(2, 0, canopy_height, 0.0);
createVertex(2, 0, 0.0, 0.0);
createVertex(0, 2, canopy_height, 0.0);
createVertex(0, 2, 0.0, 0.0);
EndPrimitive();
createVertex(0, 1, canopy_height, 1.0);
createVertex(1, 2, canopy_height, 1.0);
createVertex(2, 0, canopy_height, 1.0);
EndPrimitive();
}