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toddcox-visualize/vis/shaders/4d/4d.gm.glsl

74 lines
1.4 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[];
out vec4 pos;
out gl_PerVertex {
vec4 gl_Position;
};
float unmix(float u, float v) {
return (u) / (u - v);
}
void emit(vec4 v) {
pos = v;
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]];
//
// for (int i = 0; i < 4; ++i) emit(pos4[i]);
// EndPrimitive();
// return;
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+x < 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+x, b.w+x);
sect[S++] = mix(a, b, t);
// sect[S++] = (0.0 - a.w) / (b.w - a.w) * (b - a) + a;
}
for (int s = 0; s < S; ++s) {
emit(sect[s]);
}
EndPrimitive();
}