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- #version 330
- uniform mat4 VP;
- uniform mat4 invVP;
- uniform vec2 mouse;
- uniform vec2 texStep;
- uniform float radius;
- uniform vec3 cameraRight;
- uniform sampler2D gbufferD;
- #ifdef HLSL
- uniform sampler2D texa; // direct3d12 unit align
- #endif
- in vec4 pos;
- in vec2 nor;
- in vec2 tex;
- out vec2 texCoord;
- vec3 getPos(vec2 uv) {
- #ifdef HLSL
- float keep = textureLod(texa, vec2(0.0, 0.0), 0.0).r; // direct3d12 unit align
- float keep2 = pos.x + nor.x;
- #endif
- #if defined(HLSL) || defined(METAL) || defined(SPIRV)
- float depth = textureLod(gbufferD, vec2(uv.x, 1.0 - uv.y), 0.0).r;
- #else
- float depth = textureLod(gbufferD, uv, 0.0).r;
- #endif
- vec4 wpos = vec4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
- wpos = invVP * wpos;
- return wpos.xyz / wpos.w;
- }
- vec3 getNormal(vec3 p0, vec2 uv) {
- vec2 texStepLocal = texStep; // TODO: SPIRV workaround
- vec3 p1 = getPos(uv + vec2(texStepLocal.x * 4, 0));
- vec3 p2 = getPos(uv + vec2(0, texStepLocal.y * 4));
- return normalize(cross(p2 - p0, p1 - p0));
- }
- void createBasis(vec3 normal, out vec3 tangent, out vec3 binormal) {
- tangent = normalize(cameraRight - normal * dot(cameraRight, normal));
- binormal = cross(tangent, normal);
- }
- void main() {
- texCoord = tex;
- vec3 wpos = getPos(mouse);
- vec2 uv1 = mouse + texStep * 4;
- vec2 uv2 = mouse - texStep * 4;
- vec3 wpos1 = getPos(uv1);
- vec3 wpos2 = getPos(uv2);
- vec3 n = normalize(
- getNormal(wpos, mouse) +
- getNormal(wpos1, uv1) +
- getNormal(wpos2, uv2)
- );
- vec3 n_tan;
- vec3 n_bin;
- createBasis(n, n_tan, n_bin);
- if (gl_VertexID == 0) wpos += normalize(-n_tan - n_bin) * 0.7 * radius;
- else if (gl_VertexID == 1) wpos += normalize( n_tan - n_bin) * 0.7 * radius;
- else if (gl_VertexID == 2) wpos += normalize( n_tan + n_bin) * 0.7 * radius;
- else if (gl_VertexID == 3) wpos += normalize(-n_tan + n_bin) * 0.7 * radius;
- gl_Position = VP * vec4(wpos, 1.0);
- }
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