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game_object_3D_explosive.gs
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game_object_3D_explosive.gs
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#version 330 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
in VertexData
{
vec3 worldPos;
vec3 worldNormal;
vec2 texCoords;
} i[];
out VertexData
{
vec3 worldPos;
vec3 worldNormal;
vec2 texCoords;
} o;
uniform float distanceToMove;
vec3 calculateNormalOfTriangle();
vec4 explode(vec4 position, vec3 normal);
void main()
{
vec3 normal = calculateNormalOfTriangle();
gl_Position = explode(gl_in[0].gl_Position, normal);
o.worldPos = i[0].worldPos;
o.worldNormal = i[0].worldNormal;
o.texCoords = i[0].texCoords;
EmitVertex();
gl_Position = explode(gl_in[1].gl_Position, normal);
o.worldPos = i[1].worldPos;
o.worldNormal = i[1].worldNormal;
o.texCoords = i[1].texCoords;
EmitVertex();
gl_Position = explode(gl_in[2].gl_Position, normal);
o.worldPos = i[2].worldPos;
o.worldNormal = i[2].worldNormal;
o.texCoords = i[2].texCoords;
EmitVertex();
EndPrimitive();
}
vec3 calculateNormalOfTriangle()
{
vec3 a = vec3(gl_in[0].gl_Position) - vec3(gl_in[1].gl_Position);
vec3 b = vec3(gl_in[2].gl_Position) - vec3(gl_in[1].gl_Position);
return normalize(cross(a, b));
}
vec4 explode(vec4 position, vec3 normal)
{
vec3 direction = normal * distanceToMove;
return (position + vec4(direction, 0.0));
}