Files
toddcox-visualize/vis/shaders/slice/slice.gm.glsl
2020-03-10 01:01:55 -04:00

69 lines
1.1 KiB
GLSL

#version 440 core
layout(points) in;
layout(triangle_strip, max_vertices=4) out;
layout(std430, binding=1) buffer Positions {
vec4 verts[];
};
layout(std140, binding=1) uniform Matrices {
mat4 proj;
mat4 view;
};
in ivec4 vInds[];
in vec4 vCol[];
out vec4 pos;
out vec4 col;
out gl_PerVertex {
vec4 gl_Position;
};
float unmix(float u, float v) {
return (u) / (u - v);
}
void emit(vec4 v) {
pos = v;
col = vCol[0];
gl_Position = proj * vec4(v.xyz, 1);
EmitVertex();
}
void main() {
vec4 pos4[4];
for (int i = 0; i < 4; ++i) pos4[i] = view * verts[vInds[0][i]];
int lo[4], L = 0;
int hi[4], H = 0;
float x = 0.7;
for (int i = 0; i < 4; ++i) {
if (pos4[i].w < 0) {
lo[L++] = i;
} else {
hi[H++] = i;
}
}
vec4 sect[4]; int S = 0;
for (int l = 0; l < L; ++l)
for (int h = H-1; h >=0; --h) {
vec4 a = pos4[lo[l]];
vec4 b = pos4[hi[h]];
float t = unmix(a.w, b.w);
sect[S++] = mix(a, b, t);
}
for (int s = 0; s < S; ++s) {
emit(sect[s]);
}
EndPrimitive();
}