/
surface.vert
77 lines (62 loc) · 2 KB
/
surface.vert
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{{GLSL_VERSION}}
{{GLSL_EXTENSIONS}}
struct Grid2D{
ivec2 lendiv;
vec2 start;
vec2 stop;
ivec2 dims;
};
struct Nothing{ //Nothing type, to encode if some variable doesn't contain any data
bool _; //empty structs are not allowed
} nothing;
in vec2 vertices;
{{position_type}} position;
{{position_x_type}} position_x;
{{position_y_type}} position_y;
uniform sampler2D position_z;
uniform vec3 lightposition;
{{image_type}} image;
{{color_map_type}} color_map;
{{color_norm_type}} color_norm;
uniform vec4 highclip;
uniform vec4 lowclip;
uniform vec4 nan_color;
vec4 color_lookup(float intensity, sampler1D color, vec2 norm);
uniform vec3 scale;
uniform mat4 view, model, projection;
// See util.vert for implementations
void render(vec4 position_world, vec3 normal, mat4 view, mat4 projection, vec3 lightposition);
ivec2 ind2sub(ivec2 dim, int linearindex);
vec2 grid_pos(Grid2D pos, vec2 uv);
vec2 linear_index(ivec2 dims, int index);
vec2 linear_index(ivec2 dims, int index, vec2 offset);
vec4 linear_texture(sampler2D tex, int index, vec2 offset);
// vec3 getnormal_fast(sampler2D zvalues, ivec2 uv);
vec3 getnormal(Grid2D pos, Nothing xs, Nothing ys, sampler2D zs, vec2 uv);
vec3 getnormal(Nothing pos, sampler2D xs, sampler2D ys, sampler2D zs, vec2 uv);
vec3 getnormal(Nothing pos, sampler1D xs, sampler1D ys, sampler2D zs, vec2 uv);
uniform uint objectid;
uniform vec2 uv_scale;
flat out uvec2 o_id;
out vec4 o_color;
out vec2 o_uv_scale;
out vec2 o_uv;
void main()
{
int index = gl_InstanceID;
vec2 offset = vertices;
ivec2 offseti = ivec2(offset);
ivec2 dims = textureSize(position_z, 0);
vec3 pos;
{{position_calc}}
o_id = uvec2(objectid, index1D+1);
o_uv_scale = uv_scale;
o_uv = index01 * uv_scale;
vec3 normalvec = {{normal_calc}};
o_color = vec4(0.0);
// we still want to render NaN values... TODO: make value customizable?
if (isnan(pos.z)) {
pos.z = 0.0;
}
render(model * vec4(pos, 1), normalvec, view, projection, lightposition);
}