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- #version 150
- // see as reference: https://github.com/mhalber/Lines/blob/master/geometry_shader_lines.h
- // https://stackoverflow.com/questions/52928678/dashed-line-in-opengl3
- layout(lines) in;
- layout(triangle_strip, max_vertices = 4) out;
- const float aa_radius = 0.5;
- uniform vec2 viewport_size;
- uniform float width;
- in float coord_s[];
- out float line_width;
- // x = v tex coord, y = s coord
- out vec2 seg_params;
- void main()
- {
- vec2 ndc_0 = gl_in[0].gl_Position.xy / gl_in[0].gl_Position.w;
- vec2 ndc_1 = gl_in[1].gl_Position.xy / gl_in[1].gl_Position.w;
- vec2 dir = normalize((ndc_1 - ndc_0) * viewport_size);
- vec2 normal_dir = vec2(-dir.y, dir.x);
- line_width = max(1.0, width) + 2.0 * aa_radius;
- float half_line_width = 0.5 * line_width;
-
- vec2 normal = vec2(line_width / viewport_size[0], line_width / viewport_size[1]) * normal_dir;
- seg_params = vec2(-half_line_width, coord_s[0]);
- gl_Position = vec4((ndc_0 + normal) * gl_in[0].gl_Position.w, gl_in[0].gl_Position.zw);
- EmitVertex();
- seg_params = vec2(-half_line_width, coord_s[0]);
- gl_Position = vec4((ndc_0 - normal) * gl_in[0].gl_Position.w, gl_in[0].gl_Position.zw);
- EmitVertex();
- seg_params = vec2(half_line_width, coord_s[1]);
- gl_Position = vec4((ndc_1 + normal) * gl_in[1].gl_Position.w, gl_in[1].gl_Position.zw);
- EmitVertex();
- seg_params = vec2(half_line_width, coord_s[1]);
- gl_Position = vec4((ndc_1 - normal) * gl_in[1].gl_Position.w, gl_in[1].gl_Position.zw);
- EmitVertex();
- EndPrimitive();
- }
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