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