<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // drawWorkloadView.vert // vertex shader // // Created by Sam Gateau on 6/29/2015. // Copyright 2015 High Fidelity, Inc. // Copyright 2024 Overte e.V. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // <@include gpu/Transform.slh@> <$declareStandardTransform()$> <@include WorkloadResource.slh@> <$declareWorkloadViews()$> OUTPUT(0, vec4, varColor); OUTPUT(1, vec3, varTexcoord); OUTPUT(2, vec3, varEyePos); OUTPUT(3, vec4, _prevPositionCS); const int NUM_VERTICES_PER_SEGMENT = 2; const int NUM_SEGMENT_PER_VIEW_REGION = 65; const int NUM_VERTICES_PER_VIEW_REGION = NUM_SEGMENT_PER_VIEW_REGION * NUM_VERTICES_PER_SEGMENT; const int NUM_REGIONS_PER_VIEW = 3; const int NUM_VERTICES_PER_VIEW = NUM_VERTICES_PER_VIEW_REGION * NUM_REGIONS_PER_VIEW; struct DrawMesh { vec4 verts[NUM_SEGMENT_PER_VIEW_REGION]; }; UNIFORM_BUFFER(0, DrawMeshBuffer) { DrawMesh _drawMeshBuffer; }; vec4 getPosition(int regionID, int segmentVertexID, vec4 posEye, vec3 tanEye) { vec3 lateralDir = normalize(cross(vec3(0.0, 0.0, 1.0), normalize(tanEye))); posEye.xyz += (0.005 * abs(posEye.z) * float(regionID + 1)) * (-1.0 + 2.0 * float(segmentVertexID)) * lateralDir; return posEye; } void main(void) { int viewID = gl_VertexID / NUM_VERTICES_PER_VIEW; int viewVertexID = gl_VertexID - viewID * NUM_VERTICES_PER_VIEW; int regionID = viewVertexID / NUM_VERTICES_PER_VIEW_REGION; int regionVertexID = viewVertexID - regionID * NUM_VERTICES_PER_VIEW_REGION; int segmentID = regionVertexID / NUM_VERTICES_PER_SEGMENT; int segmentVertexID = regionVertexID - segmentID * NUM_VERTICES_PER_SEGMENT; vec4 segment = _drawMeshBuffer.verts[segmentID]; vec4 spriteVert = vec4(segment.y, 0.0, segment.x, 1.0); vec3 spriteTan = vec3(segment.x, 0.0, -segment.y); WorkloadView view = getWorkloadView(viewID); vec4 region = view.regions[regionID]; vec4 proxyPosWorld = vec4(region.xyz, 1.0); float regionRadius = region.w; // Define the sprite space vec3 dirZ = -normalize(view.direction_far.xyz); vec3 dirY = vec3(0.0, 1.0, 0.0); vec3 dirX = normalize(cross(dirY, dirZ)); dirY = normalize(cross(dirZ, dirX)); spriteVert.xyz *= regionRadius; vec3 originSpaceVert = (dirX * spriteVert.x + dirY * spriteVert.y + dirZ * spriteVert.z); vec4 pos = vec4(proxyPosWorld.xyz + originSpaceVert, 1.0); vec3 originSpaceTan = normalize(dirX * spriteTan.x + dirY * spriteTan.y + dirZ * spriteTan.z); // standard transform, bring pos in view space TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); vec4 posEye; vec4 prevPosEye; <$transformModelToEyePosAndPrevEyePos(cam, obj, pos, posEye, prevPosEye)$> vec3 tanEye; vec3 prevTanEye; <$transformModelToEyeDir(cam, obj, originSpaceTan, tanEye)$> <$transformModelToPrevEyeDir(cam, obj, originSpaceTan, prevTanEye)$> posEye = getPosition(regionID, segmentVertexID, posEye, tanEye); prevPosEye = getPosition(regionID, segmentVertexID, prevPosEye, prevTanEye); varEyePos = posEye.xyz; <$transformEyeToClipPos(cam, posEye, gl_Position)$> <$transformPrevEyeToPrevClipPos(cam, prevPosEye, _prevPositionCS)$>; varTexcoord = spriteVert.xyz; // Convert region to color varColor = vec4(REGION_COLOR[regionID].xyz, -1.0); }