2014-05-15 21:29:23 +08:00
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#version 150
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// The render target's resolution (used for scaling)
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uniform vec2 resolution;
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// The billboards' size
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uniform vec2 size;
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// Input is the passed point cloud
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layout (points) in;
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// The output will consist of triangle strips with four vertices each
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layout (triangle_strip, max_vertices = 4) out;
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// Output texture coordinates
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out vec2 tex_coord;
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// Main entry point
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void main()
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{
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// Caculate the half width/height of the billboards
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vec2 half_size = size / 2.f;
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// Scale the size based on resolution (1 would be full width/height)
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half_size /= resolution;
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// Iterate over all vertices
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2022-02-17 08:14:30 +08:00
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for (int i = 0; i < gl_in.length(); ++i)
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2014-05-15 21:29:23 +08:00
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{
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// Retrieve the passed vertex position
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vec2 pos = gl_in[i].gl_Position.xy;
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// Bottom left vertex
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gl_Position = vec4(pos - half_size, 0.f, 1.f);
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tex_coord = vec2(1.f, 1.f);
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EmitVertex();
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// Bottom right vertex
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gl_Position = vec4(pos.x + half_size.x, pos.y - half_size.y, 0.f, 1.f);
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tex_coord = vec2(0.f, 1.f);
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EmitVertex();
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// Top left vertex
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gl_Position = vec4(pos.x - half_size.x, pos.y + half_size.y, 0.f, 1.f);
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tex_coord = vec2(1.f, 0.f);
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EmitVertex();
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// Top right vertex
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gl_Position = vec4(pos + half_size, 0.f, 1.f);
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tex_coord = vec2(0.f, 0.f);
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EmitVertex();
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// And finalize the primitive
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EndPrimitive();
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}
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}
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