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https://github.com/processing/processing4.git
synced 2026-02-04 06:09:17 +01:00
@@ -34,54 +34,61 @@ attribute vec4 color;
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attribute vec4 direction;
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varying vec4 vertColor;
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vec3 clipToWindow(vec4 clip, vec4 viewport) {
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vec3 post_div = clip.xyz / clip.w;
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vec2 xypos = (post_div.xy + vec2(1.0, 1.0)) * 0.5 * viewport.zw;
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return vec3(xypos, post_div.z * 0.5 + 0.5);
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}
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vec4 windowToClipVector(vec2 window, vec4 viewport, float clip_w) {
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vec2 xypos = (window / viewport.zw) * 2.0;
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return vec4(xypos, 0.0, 0.0) * clip_w;
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}
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void main() {
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vec4 posp = modelviewMatrix * position;
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vec4 posq = modelviewMatrix * (position + vec4(direction.xyz, 0));
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// Moving vertices slightly toward the camera
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// to avoid depth-fighting with the fill triangles.
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// Discussed here:
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// http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=252848
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posp.xyz = posp.xyz * scale;
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vec4 clipp = projectionMatrix * posp;
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float thickness = direction.w;
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if (thickness != 0.0) {
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vec4 posq = posp + modelviewMatrix * vec4(direction.xyz, 0);
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posq.xyz = posq.xyz * scale;
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vec4 clipq = projectionMatrix * posq;
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vec3 window_p = clipToWindow(clipp, viewport);
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vec3 window_q = clipToWindow(clipq, viewport);
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vec3 tangent = window_q - window_p;
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vec2 perp = normalize(vec2(-tangent.y, tangent.x));
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vec2 offset = perp * thickness;
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posq.xyz = posq.xyz * scale;
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vec4 p = projectionMatrix * posp;
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vec4 q = projectionMatrix * posq;
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// formula to convert from clip space (range -1..1) to screen space (range 0..[width or height])
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// screen_p = (p.xy/p.w + <1,1>) * 0.5 * viewport.zw
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// prevent dividing by W by transforming the tangent formula
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// t = screen_q - screen_p
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//
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// tangent is normalized and we don't care which direction it points to (+-)
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// t = +- normalize( screen_q - screen_p )
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// t = +- normalize( (q.xy/q.w+<1,1>)*0.5*viewport.zw - (p.xy/p.w+<1,1>)*0.5*viewport.zw )
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//
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// extract common factor, <1,1> - <1,1> cancels out
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// t = +- normalize( (q.xy/q.w - p.xy/p.w) * 0.5 * viewport.zw )
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//
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// convert to common divisor
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// t = +- normalize( ((q.xy*p.w - p.xy*q.w) / (p.w*q.w)) * 0.5 * viewport.zw )
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//
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// remove the common scalar divisor/factor, not needed due to normalize and +-
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// (keep viewport - can't remove because it has different components for x and y)
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// t = +- normalize( (q.xy*p.w - p.xy*q.w) * viewport.zw )
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vec2 tangent = normalize((q.xy*p.w - p.xy*q.w) * viewport.zw);
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// flip tangent to normal (it's already normalized)
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vec2 normal = vec2(-tangent.y, tangent.x);
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float thickness = direction.w;
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vec2 offset = normal * thickness;
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// Perspective ---
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// convert from world to clip by multiplying with projection scaling factor
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// invert Y, projections in Processing invert Y
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vec2 perspScale = (projectionMatrix * vec4(1, -1, 0, 0)).xy;
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// No Perspective ---
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// multiply by W (to cancel out division by W later in the pipeline) and
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// convert from screen to clip (derived from clip to screen above)
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vec2 noPerspScale = p.w / (0.5 * viewport.zw);
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gl_Position.xy = p.xy + offset.xy * mix(noPerspScale, perspScale, perspective > 0);
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gl_Position.zw = p.zw;
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if (0 < perspective) {
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// Perspective correction (lines will look thiner as they move away
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// from the view position).
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gl_Position.xy = clipp.xy + offset.xy;
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gl_Position.zw = clipp.zw;
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} else {
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// No perspective correction.
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vec4 offsetp = windowToClipVector(offset, viewport, clipp.w);
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gl_Position = clipp + offsetp;
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}
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} else {
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gl_Position = clipp;
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}
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vertColor = color;
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}
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