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- #version 450
- uniform mat4 VP;
- uniform mat4 invVP;
- uniform vec2 mouse;
- uniform vec2 tex_step;
- uniform float radius;
- uniform vec3 camera_right;
- uniform sampler2D gbufferD;
- #ifdef HLSL
- in vec4 pos;
- in vec2 nor;
- #endif
- in vec2 tex;
- out vec2 tex_coord;
- vec3 get_pos(vec2 uv) {
- #ifdef HLSL
- float keep = pos.x + nor.x;
- #endif
- #ifdef GLSL
- float depth = textureLod(gbufferD, uv, 0.0).r;
- #else
- float depth = textureLod(gbufferD, vec2(uv.x, 1.0 - uv.y), 0.0).r;
- #endif
- vec4 wpos = vec4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
- wpos = mul(wpos, invVP);
- return wpos.xyz / wpos.w;
- }
- vec3 get_normal(vec3 p0, vec2 uv) {
- vec3 p1 = get_pos(uv + vec2(tex_step.x * 4.0, 0.0));
- vec3 p2 = get_pos(uv + vec2(0.0, tex_step.y * 4.0));
- return normalize(cross(p2 - p0, p1 - p0));
- }
- void create_basis(vec3 normal, OUT(vec3, tangent), OUT(vec3, binormal)) {
- tangent = normalize(camera_right - normal * dot(camera_right, normal));
- binormal = cross(tangent, normal);
- }
- void main() {
- tex_coord = tex;
- vec3 wpos = get_pos(mouse);
- vec2 uv1 = mouse + tex_step * vec2(4.0, 4.0);
- vec2 uv2 = mouse - tex_step * vec2(4.0, 4.0);
- vec3 wpos1 = get_pos(uv1);
- vec3 wpos2 = get_pos(uv2);
- vec3 n = normalize(
- get_normal(wpos, mouse) +
- get_normal(wpos1, uv1) +
- get_normal(wpos2, uv2)
- );
- vec3 n_tan;
- vec3 n_bin;
- create_basis(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 = mul(vec4(wpos, 1.0), VP);
- }
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