commit | author | age
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9dafdb
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<jittershader name="Connect_Close_Vertices"> |
MS |
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<description>Default Connect Close Vertices </description> |
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<param name="position" type="vec3" state="POSITION" /> |
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<param name="modelViewProjectionMatrix" type="mat4" state="MODELVIEW_PROJECTION_MATRIX" /> |
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<param name="color" type="vec4" state="COLOR" /> |
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<param name="posBuffer" type="int" default="0" /> |
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<param name="distThreshold" type="float" default="0.1" /> |
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<language name="glsl" version="1.5"> |
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<bind param="position" program="vp" /> |
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<bind param="modelViewProjectionMatrix" program="vp" /> |
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<bind param="color" program="vp" /> |
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<bind param="posBuffer" program="vp" /> |
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<bind param="distThreshold" program="vp" /> |
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<program name="vp" type="vertex"> |
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<![CDATA[ |
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#version 330 core |
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uniform mat4 modelViewProjectionMatrix; |
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in vec3 position; |
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in vec4 color; |
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uniform samplerBuffer posBuffer; |
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uniform float distThreshold; |
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const int arrayLength = 6; |
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out jit_PerVertex { |
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flat vec4 color; |
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flat vec4 closeParticlePosition[arrayLength]; |
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} jit_out; |
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void main() { |
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int iterations = 1000; |
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gl_Position = modelViewProjectionMatrix * vec4(position, 1.); |
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jit_out.color = color; |
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// initialize close particles position to this particle position |
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for (int i=0; i<arrayLength; i++) |
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{ |
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jit_out.closeParticlePosition[i] = modelViewProjectionMatrix * vec4(position, 1.); |
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} |
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int counter = 0; |
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for (int i=gl_VertexID+1; i<iterations; i++) |
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{ |
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vec3 otherPosition = texelFetch(posBuffer, i).xyz; |
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float dist = length(position - otherPosition); |
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if (dist < distThreshold && dist > 0.0) |
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{ |
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jit_out.closeParticlePosition[counter] = modelViewProjectionMatrix * vec4(otherPosition, 1.); |
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counter++; |
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if (counter >= arrayLength) |
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{ |
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break; |
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} |
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} |
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} |
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} |
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]]> |
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</program> |
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<program name="gp" type="geometry"> |
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<![CDATA[ |
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#version 330 core |
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layout (points) in; |
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layout (line_strip, max_vertices=12) out; |
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const int arrayLength = 6; |
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in jit_PerVertex { |
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flat vec4 color; |
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flat vec4 closeParticlePosition[arrayLength]; |
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} jit_in[]; |
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out jit_PerVertex { |
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flat vec4 color; |
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}; |
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void main() { |
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for (int i = 0; i<arrayLength; i++) |
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{ |
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gl_Position = gl_in[0].gl_Position; |
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color = jit_in[0].color; |
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EmitVertex(); |
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gl_Position = jit_in[0].closeParticlePosition[i]; |
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color = jit_in[0].color; |
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EmitVertex(); |
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EndPrimitive(); |
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} |
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} |
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]]> |
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</program> |
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<program name="fp" type="fragment"> |
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<![CDATA[ |
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#version 330 core |
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in jit_PerVertex { |
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flat vec4 color; |
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} jit_in; |
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out vec4 color; |
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void main() { |
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color = jit_in.color; |
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// if (length(gl_PointCoord-0.5)>0.5) |
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// discard; |
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} |
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]]> |
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</program> |
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</language> |
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</jittershader> |