1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
|
#include "shaderCommon.h"
cbuffer constBuf : register(b0)
{
FluidShaderConst gParams;
};
static const float2 corners[4] =
{
float2(0.0, 1.0), float2(0.0, 0.0), float2(1.0, 1.0), float2(1.0, 0.0)
};
[maxvertexcount(4)]
void ellipsoidDepthGS(point FluidVertexOut input[1], inout TriangleStream<FluidGeoOut> triStream)
{
float4 gl_Position;
float4 gl_TexCoord[6];
float4 gl_PositionIn[1];
float4 gl_TexCoordIn[1][6];
gl_PositionIn[0] = input[0].position;
{
[unroll]
for (int i = 0; i < 6; i++)
gl_TexCoordIn[0][i] = input[0].texCoord[i];
}
float3 pos = gl_PositionIn[0].xyz;
float4 bounds = gl_TexCoordIn[0][0];
float4 ndcPos = gl_TexCoordIn[0][5];
if (ndcPos.w < 0.0)
return;
// frustrum culling
const float ndcBound = 1.0;
if (ndcPos.x < -ndcBound) return;
if (ndcPos.x > ndcBound) return;
if (ndcPos.y < -ndcBound) return;
if (ndcPos.y > ndcBound) return;
float xmin = bounds.x;
float xmax = bounds.y;
float ymin = bounds.z;
float ymax = bounds.w;
// inv quadric transform
gl_TexCoord[0] = gl_TexCoordIn[0][1];
gl_TexCoord[1] = gl_TexCoordIn[0][2];
gl_TexCoord[2] = gl_TexCoordIn[0][3];
gl_TexCoord[3] = gl_TexCoordIn[0][4];
FluidGeoOut output;
gl_Position = float4(xmin, ymax, 0.5, 1.0);
output.position = gl_Position;
output.texCoord[0] = gl_TexCoord[0];
output.texCoord[1] = gl_TexCoord[1];
output.texCoord[2] = gl_TexCoord[2];
output.texCoord[3] = gl_TexCoord[3];
triStream.Append(output);
gl_Position = float4(xmin, ymin, 0.5, 1.0);
output.position = gl_Position;
output.texCoord[0] = gl_TexCoord[0];
output.texCoord[1] = gl_TexCoord[1];
output.texCoord[2] = gl_TexCoord[2];
output.texCoord[3] = gl_TexCoord[3];
triStream.Append(output);
gl_Position = float4(xmax, ymax, 0.5, 1.0);
output.position = gl_Position;
output.texCoord[0] = gl_TexCoord[0];
output.texCoord[1] = gl_TexCoord[1];
output.texCoord[2] = gl_TexCoord[2];
output.texCoord[3] = gl_TexCoord[3];
triStream.Append(output);
gl_Position = float4(xmax, ymin, 0.5, 1.0);
output.position = gl_Position;
output.texCoord[0] = gl_TexCoord[0];
output.texCoord[1] = gl_TexCoord[1];
output.texCoord[2] = gl_TexCoord[2];
output.texCoord[3] = gl_TexCoord[3];
triStream.Append(output);
/*
void main()
{
vec3 pos = gl_PositionIn[0].xyz;
vec4 bounds = gl_TexCoordIn[0][0];
vec4 ndcPos = gl_TexCoordIn[0][5];
// frustrum culling
const float ndcBound = 1.0;
if (ndcPos.x < -ndcBound) return;
if (ndcPos.x > ndcBound) return;
if (ndcPos.y < -ndcBound) return;
if (ndcPos.y > ndcBound) return;
float xmin = bounds.x;
float xmax = bounds.y;
float ymin = bounds.z;
float ymax = bounds.w;
// inv quadric transform
gl_TexCoord[0] = gl_TexCoordIn[0][1];
gl_TexCoord[1] = gl_TexCoordIn[0][2];
gl_TexCoord[2] = gl_TexCoordIn[0][3];
gl_TexCoord[3] = gl_TexCoordIn[0][4];
gl_Position = vec4(xmin, ymax, 0.0, 1.0);
EmitVertex();
gl_Position = vec4(xmin, ymin, 0.0, 1.0);
EmitVertex();
gl_Position = vec4(xmax, ymax, 0.0, 1.0);
EmitVertex();
gl_Position = vec4(xmax, ymin, 0.0, 1.0);
EmitVertex();
}
*/
}
|