armory/raw/forward/voxel.geom.glsl
2016-10-09 16:06:18 +02:00

56 lines
1.1 KiB
GLSL
Executable file

#version 450
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
in vertData {
#ifdef _Tex
vec2 texuv;
#endif
vec4 lPos;
} vertices[];
out fragData {
#ifdef _Tex
vec2 texuv;
#endif
flat int axis;
vec4 lPos;
} frag;
uniform mat4 PX;
uniform mat4 PY;
uniform mat4 PZ;
void main() {
vec3 p1 = gl_in[1].gl_Position.xyz - gl_in[0].gl_Position.xyz;
vec3 p2 = gl_in[2].gl_Position.xyz - gl_in[0].gl_Position.xyz;
vec3 absnor = abs(normalize(cross(p1, p2)));
mat4 P;
// Dominant axis
if (absnor.x >= absnor.y && absnor.x >= absnor.z) {
frag.axis = 1;
P = PX;
}
else if (absnor.y >= absnor.x && absnor.y >= absnor.z) {
frag.axis = 2;
P = PY;
}
else {
frag.axis = 3;
P = PZ;
}
for (int i = 0; i < gl_in.length(); i++) {
vec3 middlePos = gl_in[0].gl_Position.xyz / 3.0 + gl_in[1].gl_Position.xyz / 3.0 + gl_in[2].gl_Position.xyz / 3.0;
#ifdef _Tex
frag.texuv = vertices[i].texuv;
#endif
frag.lPos = vertices[i].lPos;
gl_Position = P * gl_in[i].gl_Position;
EmitVertex();
}
EndPrimitive();
}