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// Cyrille Henry 2010
#version 120
#extension GL_EXT_geometry_shader4 : enable
void main(void)
{
int i; //increment variable
vec4 pos1,pos2, pos3, pos4, pos5; // tmp
vec3 high;
for(i=0; i< gl_VerticesIn; i += 3){ // for all triangles
pos1 = gl_PositionIn[i];
pos2 = gl_PositionIn[i+1];
pos3 = gl_PositionIn[i+2];
pos4 = (pos1 + pos2 + pos3) / 3.; // center of the triangle
high = 10.*cross(pos2.xyz-pos1.xyz,pos3.xyz-pos2.xyz);
// hight and orientation of the piramide
high = normalize(high);
high *= length(pos2-pos1);
pos5 = pos4 ;
pos5.xyz += high;
gl_Position = gl_ModelViewProjectionMatrix * pos1;
EmitVertex();
gl_Position = gl_ModelViewProjectionMatrix * pos4;
EmitVertex();
gl_Position = gl_ModelViewProjectionMatrix * pos5;
EmitVertex();
gl_Position = gl_ModelViewProjectionMatrix * pos2;
EmitVertex();
gl_Position = gl_ModelViewProjectionMatrix * pos4;
EmitVertex();
gl_Position = gl_ModelViewProjectionMatrix * pos5;
EmitVertex();
gl_Position = gl_ModelViewProjectionMatrix * pos3;
EmitVertex();
gl_Position = gl_ModelViewProjectionMatrix * pos4;
EmitVertex();
gl_Position = gl_ModelViewProjectionMatrix * pos5;
EmitVertex();
EndPrimitive();
// new primitive
}
}
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