180 lines
No EOL
6.5 KiB
GLSL
180 lines
No EOL
6.5 KiB
GLSL
#version 450
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layout(points) in;
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layout(triangle_strip, max_vertices=12) out;
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layout(binding = 0) uniform UniformBufferObject {
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mat4 model;
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mat4 geom_rot;
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mat4 view;
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mat4 proj;
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bool[16] use_geom_shader;
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} ubo;
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layout(location = 0) in vec3 geoColor[];
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layout(location = 1) in vec2 geoTexCoord[];
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec2 fragTexCoord;
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bool ignore_scalars = false;
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void main () {
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mat4 geom_rotation = ubo.geom_rot;
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//back
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vec4 normal_back = geom_rotation * vec4(0, 0, -1, 0);
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float scalar_back = dot(normal_back, vec4(1, 0, 0, 0));
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if (scalar_back <= 0 || ignore_scalars){
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, -0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, -0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, 0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, 0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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EndPrimitive();
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}
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//front
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vec4 normal_front = geom_rotation * vec4(0, 0, 1, 0);
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float scalar_front = dot(normal_front, vec4(1, 0, 0, 0));
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if (scalar_front <= 0 || ignore_scalars) {
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, 0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, -0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, 0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, -0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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EndPrimitive();
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}
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//up
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vec4 normal_up = geom_rotation * vec4(0, 1, 0, 0);
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float scalar_up = dot(normal_up, vec4(1, 0, 0, 0));
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if (scalar_up <= 0 || ignore_scalars) {
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, 0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, 0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, 0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, 0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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EndPrimitive();
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}
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//down
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vec4 normal_down = geom_rotation * vec4(0, -1, 0, 0);
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float scalar_down = dot(normal_down, vec4(1, 0, 0, 0));
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if (scalar_down <= 0 || ignore_scalars) {
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, -0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, -0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, -0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, -0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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EndPrimitive();
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}
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//left
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vec4 normal_left = geom_rotation * vec4(-1, 0, 0, 0);
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float scalar_left = dot(normal_left, vec4(1, 0, 0, 0));
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if (scalar_left <= 0 || ignore_scalars) {
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, 0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, -0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, 0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(-0.5, -0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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EndPrimitive();
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}
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//right
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vec4 normal_right = geom_rotation * vec4(1, 0, 0, 0);
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float scalar_right = dot(normal_right, vec4(1, 0, 0, 0));
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if (scalar_right <= 0 || ignore_scalars) {
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, -0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, -0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, 0.5, 0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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gl_Position = ubo.proj * ubo.view * (gl_in[0].gl_Position + geom_rotation * vec4(0.5, 0.5, -0.5, 0));
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fragColor = geoColor[0];
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fragTexCoord = geoTexCoord[0];
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EmitVertex();
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EndPrimitive();
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}
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} |