// -*-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; varying out float g_layer; varying out float flogz; 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; // logarithmic depth flogz = 1.0 + gl_Position.w; gl_TexCoord[0] = gl_TexCoordIn[i][0]; EmitVertex(); } EndPrimitive(); currDeltaLayer += deltaLayer; } }