VoxelEngine2/shaders/shader.geom

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#version 450
layout(points) in;
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layout(triangle_strip, max_vertices=12) out;
layout(binding = 0) uniform UniformBufferObject {
mat4 model;
mat4 geom_rot;
mat4 view;
mat4 proj;
} ubo;
layout(location = 0) in vec3 geoColor[];
layout(location = 1) in vec2 geoTexCoord[];
layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec2 fragTexCoord;
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bool ignore_scalars = false;
void main () {
mat4 geom_rotation = ubo.geom_rot;
//back
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vec4 normal_back = geom_rotation * vec4(0, 0, -1, 0);
float scalar_back = dot(normal_back, vec4(1, 0, 0, 0));
if (scalar_back <= 0 || ignore_scalars){
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, -0.5, -0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, -0.5, -0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, 0.5, -0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, 0.5, -0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
EndPrimitive();
}
//front
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vec4 normal_front = geom_rotation * vec4(0, 0, 1, 0);
float scalar_front = dot(normal_front, vec4(1, 0, 0, 0));
if (scalar_front <= 0 || ignore_scalars) {
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, 0.5, 0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, -0.5, 0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, 0.5, 0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, -0.5, 0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
EndPrimitive();
}
//up
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vec4 normal_up = geom_rotation * vec4(0, 1, 0, 0);
float scalar_up = dot(normal_up, vec4(1, 0, 0, 0));
if (scalar_up <= 0 || ignore_scalars) {
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, 0.5, -0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, 0.5, -0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, 0.5, 0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, 0.5, 0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
EndPrimitive();
}
//down
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vec4 normal_down = geom_rotation * vec4(0, -1, 0, 0);
float scalar_down = dot(normal_down, vec4(1, 0, 0, 0));
if (scalar_down <= 0 || ignore_scalars) {
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, -0.5, 0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, -0.5, -0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, -0.5, 0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, -0.5, -0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
EndPrimitive();
}
//left
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vec4 normal_left = geom_rotation * vec4(-1, 0, 0, 0);
float scalar_left = dot(normal_left, vec4(1, 0, 0, 0));
if (scalar_left <= 0 || ignore_scalars) {
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, 0.5, -0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, -0.5, -0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, 0.5, 0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, -0.5, 0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
EndPrimitive();
}
//right
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vec4 normal_right = geom_rotation * vec4(1, 0, 0, 0);
float scalar_right = dot(normal_right, vec4(1, 0, 0, 0));
if (scalar_right <= 0 || ignore_scalars) {
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, -0.5, 0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, -0.5, -0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, 0.5, 0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, 0.5, -0.5, 0));
fragColor = geoColor[0];
fragTexCoord = geoTexCoord[0];
EmitVertex();
EndPrimitive();
}
}