#version 150 #extension GL_EXT_geometry_shader4 : enable // Geometry shader that creates a prism from a terrain triangle, // resulting in a forest effect. // // A geometry shader should do as little computation as possible. // See landmass-g.vert for a description of the inputs. in vec4 rawposIn[3]; in vec3 NormalIn[3]; in vec4 ecPosIn[3]; in vec3 ecNormalIn[3]; in vec3 VTangentIn[3]; in vec3 VBinormalIn[3]; in vec4 constantColorIn[3]; uniform float canopy_height; // model position out vec4 rawpos; // eye position out vec4 ecPosition; // eye space surface matrix out vec3 VNormal; out vec3 VTangent; out vec3 VBinormal; // model normal out vec3 Normal; out vec4 constantColor; out float bump; // Emit one vertex of the forest geometry. // parameters: // i - index into original terrain triangle void doVertex(in int i, in vec4 pos, in vec4 ecpos, in vec4 screenpos, in vec3 rawNormal, in vec3 normal, in float s) { rawpos = pos; ecPosition = ecpos; Normal = rawNormal; VNormal = normal; VTangent = VTangentIn[i]; VBinormal = VBinormalIn[i]; bump = s; gl_FrontColor = gl_FrontColorIn[i]; constantColor = constantColorIn[i]; gl_Position = screenpos; gl_TexCoord[0] = gl_TexCoordIn[i][0]; EmitVertex(); } vec3 rawSideNormal[3]; vec3 sideNormal[3]; // Emit a vertex for a forest side triangle void doSideVertex(in int vertIdx, in int sideIdx, vec4 pos, in vec4 ecpos, in vec4 screenpos) { doVertex(vertIdx, pos, ecpos, screenpos, rawSideNormal[sideIdx], sideNormal[sideIdx], 0.0); } void main(void) { vec4 rawTopDisp = vec4(0.0, 0.0, canopy_height, 0.0); vec4 ecTopDisp = gl_ModelViewMatrix * rawTopDisp; vec4 mvpTopDisp = gl_ModelViewProjectionMatrix * rawTopDisp; // model forest top vec4 rawTopIn[3]; vec4 ecTopIn[3]; vec4 positionTopIn[3]; rawSideNormal[0] = normalize(cross((rawposIn[1] - rawposIn[0]).xyz, NormalIn[0])); rawSideNormal[1] = normalize(cross((rawposIn[2] - rawposIn[1]).xyz, NormalIn[1])); rawSideNormal[2] = normalize(cross((rawposIn[0] - rawposIn[2]).xyz, NormalIn[2])); for (int i = 0; i < 3; ++i) { sideNormal[i] = gl_NormalMatrix * rawSideNormal[i]; rawTopIn[i] = rawposIn[i] + rawTopDisp; ecTopIn[i] = ecPosIn[i] + ecTopDisp; positionTopIn[i] = gl_PositionIn[i] + mvpTopDisp; } if (canopy_height > 0.01) { // Sides doSideVertex(0, 0, rawTopIn[0], ecTopIn[0], positionTopIn[0]); doSideVertex(0, 0, rawposIn[0], ecPosIn[0], gl_PositionIn[0]); doSideVertex(1, 0, rawTopIn[1], ecTopIn[1], positionTopIn[1]); doSideVertex(1, 0, rawposIn[1], ecPosIn[1], gl_PositionIn[1]); doSideVertex(2, 1, rawTopIn[2], ecTopIn[2], positionTopIn[2]); doSideVertex(2, 1, rawposIn[2], ecPosIn[2], gl_PositionIn[2]); doSideVertex(0, 2, rawTopIn[0], ecTopIn[0], positionTopIn[0]); doSideVertex(0, 2, rawposIn[0], ecPosIn[0], gl_PositionIn[0]); // Degenerate triangles; avoids EndPrimitive() doSideVertex(0, 2, rawposIn[0], ecPosIn[0], gl_PositionIn[0]); doVertex(0, rawTopIn[0], ecTopIn[0], positionTopIn[0], NormalIn[0], ecNormalIn[0], 1.0); // Top } doVertex(0, rawTopIn[0], ecTopIn[0], positionTopIn[0], NormalIn[0], ecNormalIn[0], 1.0); doVertex(1, rawTopIn[1], ecTopIn[1], positionTopIn[1], NormalIn[1], ecNormalIn[1], 1.0); doVertex(2, rawTopIn[2], ecTopIn[2], positionTopIn[2], NormalIn[2], ecNormalIn[2], 1.0); // Don't render "bottom" triangle for now; it's hidden. #if 0 // degenerate doVertex(2, rawTopIn[2], ecTopIn[2], positionTopIn[2], NormalIn[2], ecNormalIn[2], 1.0); // bottom doVertex(0, rawposIn[0], ecPosIn[0], gl_PositionIn[0], NormalIn[0], ecNormalIn[0], 1.0); doVertex(1, rawposIn[1], ecPosIn[1], gl_PositionIn[1], NormalIn[1], ecNormalIn[1], 1.0); doVertex(2, rawposIn[2], ecPosIn[2], gl_PositionIn[2], NormalIn[2], ecNormalIn[2], 1.0); #endif EndPrimitive(); }