Files
Z3D/shaders/vertex_point_cloud.glsl

96 lines
2.3 KiB
GLSL

#pragma STAGE: VERTEX
#pragma GEOMETRY: POINT_CLOUD
#pragma FEATURES: SQUARE V_L V_RGB V_A LIGHTING U_RGBA RAINBOW
#pragma FEATURE_TOGGLES: V_L V_RGB V_A LIGHTING U_RGBA RAINBOW
#ifdef V_L
#ifdef V_RGB
#error Vertex luminance and vertex RGB are mutually exclusive
#endif
#endif
//------------[ Uniforms ]------------//
layout (location = 0) uniform mat4 mvp_matrix;
layout (location = 1) uniform float point_size;
#ifdef U_RGBA
layout (location = 2) uniform vec4 color;
#endif
#ifdef LIGHTING
layout (location = 3) uniform mat4 model_matrix;
layout (location = 4) uniform vec3 camera_position;
#endif
#ifdef RAINBOW
layout (location = 5) uniform float rainbow_offset_y;
layout (location = 6) uniform float rainbow_scale_y;
#endif
//------------[ Inputs ]------------//
layout (location = 0) in vec3 model_vertex_position;
#ifdef LIGHTING
layout (location = 1) in vec3 model_vertex_normal;
#endif
#ifdef V_L
layout (location = 2) in float model_vertex_l;
#endif
#ifdef V_RGB
layout (location = 2) in vec3 model_vertex_rgb;
#endif
#ifdef V_A
layout (location = 3) in float model_vertex_a;
#endif
//------------[ Outputs ]------------//
layout (location = 0) out vec4 clip_vertex_color;
#ifdef RAINBOW
// taken from 'https://github.com/hughsk/glsl-hsv2rgb'
vec3 hue2rgb(float hue)
{
vec4 offsets = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(vec3(hue) + offsets.xyz) * 6.0 - offsets.www);
return clamp(p - offsets.xxx, 0.0, 1.0);
}
#endif
void main()
{
gl_Position = mvp_matrix * vec4(model_vertex_position, 1.0);
gl_PointSize = point_size / gl_Position.w;
clip_vertex_color = vec4(1);
#ifdef V_L
clip_vertex_color.rgb *= model_vertex_l;
#endif
#ifdef V_RGB
clip_vertex_color.rgb *= model_vertex_rgb;
#endif
#ifdef V_A
clip_vertex_color.a *= model_vertex_a;
#endif
#ifdef U_RGBA
clip_vertex_color *= color;
#endif
#ifdef LIGHTING
vec3 world_position = vec3(model_matrix * vec4(model_vertex_position, 1.0));
vec3 world_normal = normalize(mat3(model_matrix) * model_vertex_normal);
vec3 view_direction = normalize(camera_position - world_position);
clip_vertex_color.rgb *= max(dot(world_normal, view_direction), 0.0);
#endif
#ifdef RAINBOW
float rainbow_pos = rainbow_scale_y * (model_vertex_position.y + rainbow_offset_y);
clip_vertex_color.rgb *= hue2rgb(mod(rainbow_pos, 1.0f));
#endif
}