Update the rectangle list shader

This commit is contained in:
Dr. Chat
2016-03-25 16:49:41 -05:00
parent d7599c817f
commit 0e44cda961
3 changed files with 513 additions and 534 deletions

View File

@@ -16,11 +16,8 @@ out gl_PerVertex {
float gl_ClipDistance[];
};
struct VertexData {
vec4 o[16];
};
layout(location = 0) in VertexData in_vtx[];
layout(location = 0) out VertexData out_vtx;
layout(location = 0) in vec4 in_interpolators[][16];
layout(location = 0) out vec4 out_interpolators[16];
layout(triangles) in;
layout(triangle_strip, max_vertices = 6) out;
@@ -35,30 +32,30 @@ void main() {
// 2 ----- [3]
gl_Position = gl_in[0].gl_Position;
gl_PointSize = gl_in[0].gl_PointSize;
out_vtx = in_vtx[0];
out_interpolators = in_interpolators[0];
EmitVertex();
gl_Position = gl_in[1].gl_Position;
gl_PointSize = gl_in[1].gl_PointSize;
out_vtx = in_vtx[1];
out_interpolators = in_interpolators[1];
EmitVertex();
gl_Position = gl_in[2].gl_Position;
gl_PointSize = gl_in[2].gl_PointSize;
out_vtx = in_vtx[2];
out_interpolators = in_interpolators[2];
EmitVertex();
EndPrimitive();
gl_Position = gl_in[2].gl_Position;
gl_PointSize = gl_in[2].gl_PointSize;
out_vtx = in_vtx[2];
out_interpolators = in_interpolators[2];
EmitVertex();
gl_Position = gl_in[1].gl_Position;
gl_PointSize = gl_in[1].gl_PointSize;
out_vtx = in_vtx[1];
out_interpolators = in_interpolators[1];
EmitVertex();
gl_Position = (gl_in[1].gl_Position + gl_in[2].gl_Position) -
gl_in[0].gl_Position;
gl_PointSize = gl_in[2].gl_PointSize;
for (int i = 0; i < 16; ++i) {
out_vtx.o[i] = -in_vtx[0].o[i] + in_vtx[1].o[i] + in_vtx[2].o[i];
out_interpolators[i] = -in_interpolators[0][i] + in_interpolators[1][i] + in_interpolators[2][i];
}
EmitVertex();
EndPrimitive();
@@ -70,30 +67,30 @@ void main() {
// [3] ----- 2
gl_Position = gl_in[0].gl_Position;
gl_PointSize = gl_in[0].gl_PointSize;
out_vtx = in_vtx[0];
out_interpolators = in_interpolators[0];
EmitVertex();
gl_Position = gl_in[1].gl_Position;
gl_PointSize = gl_in[1].gl_PointSize;
out_vtx = in_vtx[1];
out_interpolators = in_interpolators[1];
EmitVertex();
gl_Position = gl_in[2].gl_Position;
gl_PointSize = gl_in[2].gl_PointSize;
out_vtx = in_vtx[2];
out_interpolators = in_interpolators[2];
EmitVertex();
EndPrimitive();
gl_Position = gl_in[0].gl_Position;
gl_PointSize = gl_in[0].gl_PointSize;
out_vtx = in_vtx[0];
out_interpolators = in_interpolators[0];
EmitVertex();
gl_Position = gl_in[2].gl_Position;
gl_PointSize = gl_in[2].gl_PointSize;
out_vtx = in_vtx[2];
out_interpolators = in_interpolators[2];
EmitVertex();
gl_Position = (gl_in[0].gl_Position + gl_in[2].gl_Position) -
gl_in[1].gl_Position;
gl_PointSize = gl_in[2].gl_PointSize;
for (int i = 0; i < 16; ++i) {
out_vtx.o[i] = in_vtx[0].o[i] + -in_vtx[1].o[i] + in_vtx[2].o[i];
out_interpolators[i] = in_interpolators[0][i] + -in_interpolators[1][i] + in_interpolators[2][i];
}
EmitVertex();
EndPrimitive();