stk-code_catmod/data/shaders/sp_normal_visualizer.geom

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uniform int enable_normals;
uniform int enable_tangents;
uniform int enable_bitangents;
uniform int enable_wireframe;
uniform int enable_triangle_normals;
layout(triangles) in;
layout(line_strip, max_vertices = 24) out;
in vec3 o_normal[];
in vec3 o_tangent[];
in vec3 o_bitangent[];
flat out vec4 o_color;
void main()
{
if (enable_normals == 0 && enable_tangents == 0 &&
enable_bitangents == 0 && enable_wireframe == 0 &&
enable_triangle_normals == 0)
{
return;
}
// colors for different type of new lines
vec4 edge_color = vec4(0.2, 0.1, 0.1, 1.0);
vec4 face_normal_color = vec4(0.5, 0.7, 0.2, 1.0);
vec4 normal_color = vec4(0.0, 1.0, 0.2, 1.0);
vec4 tangent_color = vec4(1.0, 0.3, 0.2, 1.0);
vec4 bitangent_color = vec4(0.0, 0.1, 1.0, 1.0);
// form two vectors from triangle
vec3 V0 = gl_in[0].gl_Position.xyz - gl_in[1].gl_Position.xyz;
vec3 V1 = gl_in[2].gl_Position.xyz - gl_in[1].gl_Position.xyz;
// calculate normal as perpendicular to two vectors of the triangle
vec3 V0_V1_crossed = cross(V1, V0);
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float normal_scale = min(length(V0_V1_crossed) * 10.0, 0.25);
vec3 N = normalize(V0_V1_crossed);
// normals of each vertex of the triangle
vec3 nor[3];
nor[0] = o_normal[0].xyz;
nor[1] = o_normal[1].xyz;
nor[2] = o_normal[2].xyz;
// positions of each vertex of the triangle
// shifted a bit along normal
// so there won't be Z fighting when rendered over the mesh
vec4 pos[3];
pos[0] = u_projection_view_matrix *
vec4(gl_in[0].gl_Position.xyz + nor[0] * 0.01, 1.0);
pos[1] = u_projection_view_matrix *
vec4(gl_in[1].gl_Position.xyz + nor[1] * 0.01, 1.0);
pos[2] = u_projection_view_matrix *
vec4(gl_in[2].gl_Position.xyz + nor[2] * 0.01, 1.0);
// output normals, tangents and bitangents for each vertex of the triangle
for (int i=0; i < gl_in.length(); i++)
{
// get position of the vertex
vec3 P = gl_in[i].gl_Position.xyz;
if (enable_normals > 0)
{
// create normal for vertex
o_color = normal_color;
gl_Position = pos[i];
EmitVertex();
gl_Position = u_projection_view_matrix * vec4(P + o_normal[i].xyz
* normal_scale, 1.0);
EmitVertex();
EndPrimitive();
}
if (enable_tangents > 0)
{
// create tangent for vertex
o_color = tangent_color;
gl_Position = pos[i];
EmitVertex();
gl_Position = u_projection_view_matrix *
vec4(P + o_tangent[i].xyz * normal_scale, 1.0);
EmitVertex();
EndPrimitive();
}
if (enable_bitangents > 0)
{
// create bitangent for vertex
o_color = bitangent_color;
gl_Position = pos[i];
EmitVertex();
gl_Position = u_projection_view_matrix * vec4(P +
o_bitangent[i].xyz * normal_scale, 1.0);
EmitVertex();
EndPrimitive();
}
}
if (enable_wireframe > 0)
{
// create edges for triangle
o_color = edge_color;
gl_Position = pos[0];
EmitVertex();
gl_Position = pos[1];
EmitVertex();
gl_Position = pos[2];
EmitVertex();
gl_Position = pos[0];
EmitVertex();
// end line strip after four added vertices, so we will get three lines
EndPrimitive();
}
if (enable_triangle_normals > 0)
{
// create normal for triangle
o_color = face_normal_color;
// position as arithmetic average
vec3 P = (gl_in[0].gl_Position.xyz + gl_in[1].gl_Position.xyz
+ gl_in[2].gl_Position.xyz) / 3.0;
gl_Position = u_projection_view_matrix * vec4(P, 1.0);
EmitVertex();
gl_Position = u_projection_view_matrix * vec4(P + N * normal_scale, 1.0);
EmitVertex();
EndPrimitive();
}
}