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scene.geo.glsl
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 430
/**/
#extension GL_ARB_shading_language_include : enable
#include "common.h"
layout(triangles) in;
layout(triangle_strip,max_vertices=3) out;
in Interpolants {
vec3 wPos;
vec3 wNormal;
vec2 uv;
} IN[];
out Interpolants {
vec3 wPos;
vec3 wNormal;
vec2 uv;
} OUT;
void main()
{
const int numVertices = IN.length();
vec3 avg = vec3(0);
for (int i = 0; i < numVertices; i++){
avg += IN[i].wPos;
}
avg /= float(numVertices);
bool useFaceNormal = fract(scene.time * 2.0) > 0.5;
vec3 normal = vec3(0);
if (useFaceNormal) {
vec3 a = IN[1].wPos-IN[0].wPos;
vec3 b = IN[2].wPos-IN[0].wPos;
normal = normalize(cross(a,b));
}
float shrink = (cos(scene.time) * 0.5 + 0.5) * scene.shrinkFactor;
for (int i = 0; i < numVertices; i++){
vec3 wPos = mix(IN[i].wPos, avg, shrink);
OUT.wPos = wPos;
OUT.wNormal = useFaceNormal ? normal : IN[i].wNormal;
OUT.uv = IN[i].uv;
gl_Position = scene.viewProjMatrix * vec4(wPos,1);
EmitVertex();
}
}