From b8eabc74b9ed2da2a3d2365ed123a9723f794b8b Mon Sep 17 00:00:00 2001 From: allem Date: Sat, 14 Sep 2019 01:58:16 -0400 Subject: [PATCH] nicer point render --- cosets/src/shaders/main.fs.glsl | 4 ++++ cosets/src/shaders/main.vs.glsl | 3 ++- 2 files changed, 6 insertions(+), 1 deletion(-) diff --git a/cosets/src/shaders/main.fs.glsl b/cosets/src/shaders/main.fs.glsl index bf2946f..3bb6869 100644 --- a/cosets/src/shaders/main.fs.glsl +++ b/cosets/src/shaders/main.fs.glsl @@ -3,9 +3,12 @@ uniform vec4 color; in vec4 v; +in vec4 screen; out vec4 fcolor; +const float scale = .2; + vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); @@ -14,4 +17,5 @@ vec3 hsv2rgb(vec3 c) { void main(){ fcolor = color; + fcolor.xyz *= smoothstep(scale, -scale, screen.z); } diff --git a/cosets/src/shaders/main.vs.glsl b/cosets/src/shaders/main.vs.glsl index 136fec0..a9f2ad3 100644 --- a/cosets/src/shaders/main.vs.glsl +++ b/cosets/src/shaders/main.vs.glsl @@ -4,11 +4,12 @@ uniform mat4 proj; in vec4 pos; out vec4 v; +out vec4 screen; void main(){ v = pos; /* stereographic projection */ vec4 vert = vec4(pos.xyz / (1 - pos.w), 1); - gl_Position = proj * vert; + screen = gl_Position = proj * vert; }