Skip to content

Instantly share code, notes, and snippets.

Embed
What would you like to do?
#version 150
uniform sampler2D uTexture;
in VertexData {
noperspective vec3 distance;
vec4 color;
vec2 texcoord;
} vVertexIn;
out vec4 oColor;
void main(void) {
// determine frag distance to closest edge
float fNearest = min(min(vVertexIn.distance[0],vVertexIn.distance[1]),vVertexIn.distance[2]);
float fEdgeIntensity = exp2(-1.0*fNearest*fNearest);
// blend between edge color and face color
vec4 vFaceColor = texture( uTexture, vVertexIn.texcoord ) * vVertexIn.color; vFaceColor.a = 0.85;
vec4 vEdgeColor = vec4(1.0, 1.0, 1.0, 0.85);
oColor = mix(vFaceColor, vEdgeColor, fEdgeIntensity);
}
#version 150
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
uniform vec2 uViewportSize;
in VertexData {
vec4 color;
vec2 texcoord;
} vVertexIn[];
out VertexData {
noperspective vec3 distance;
vec4 color;
vec2 texcoord;
} vVertexOut;
void main(void)
{
// taken from 'Single-Pass Wireframe Rendering'
vec2 p0 = uViewportSize * gl_in[0].gl_Position.xy / gl_in[0].gl_Position.w;
vec2 p1 = uViewportSize * gl_in[1].gl_Position.xy / gl_in[1].gl_Position.w;
vec2 p2 = uViewportSize * gl_in[2].gl_Position.xy / gl_in[2].gl_Position.w;
vec2 v0 = p2-p1;
vec2 v1 = p2-p0;
vec2 v2 = p1-p0;
float fArea = abs(v1.x*v2.y - v1.y * v2.x);
vVertexOut.distance = vec3(fArea/length(v0),0,0);
vVertexOut.color = vVertexIn[0].color;
vVertexOut.texcoord = vVertexIn[0].texcoord;
gl_Position = gl_in[0].gl_Position;
EmitVertex();
vVertexOut.distance = vec3(0,fArea/length(v1),0);
vVertexOut.color = vVertexIn[1].color;
vVertexOut.texcoord = vVertexIn[1].texcoord;
gl_Position = gl_in[1].gl_Position;
EmitVertex();
vVertexOut.distance = vec3(0,0,fArea/length(v2));
vVertexOut.color = vVertexIn[2].color;
vVertexOut.texcoord = vVertexIn[2].texcoord;
gl_Position = gl_in[2].gl_Position;
EmitVertex();
EndPrimitive();
}
#version 150
uniform mat4 ciModelViewProjection;
in vec4 ciPosition;
in vec4 ciColor;
in vec2 ciTexCoord0
out VertexData {
vec4 color;
vec2 texcoord;
} vVertexOut;
void main(void) {
vVertexOut.color = ciColor;
vVertexOut.texcoord = ciTexCoord0;
gl_Position = ciModelViewProjection * ciPosition;
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
You can’t perform that action at this time.