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/**
* @file normaldebugG.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
// *NOTE: Geometry shaders have a reputation for being slow. Consider using
// compute shaders instead, which have a reputation for being fast. This
// geometry shader in particular seems to run fine on my machine, but I won't
// vouch for this in performance-critical areas.
// -Cosmic,2023-09-28
out vec4 vertex_color;
in vec4 normal_g[];
#if HAS_ATTRIBUTE_TANGENT == 1
in vec4 tangent_g[];
#endif
layout(TRIANGLES) in;
#if HAS_ATTRIBUTE_TANGENT == 1
layout(LINE_STRIP, max_vertices = 12) out;
#else
layout(LINE_STRIP, max_vertices = 6) out;
#endif
void triangle_normal_debug(int i)
{
// Normal
vec4 normal_color = vec4(1.0, 1.0, 0.0, 1.0);
gl_Position = gl_in[i].gl_Position;
vertex_color = normal_color;
EmitVertex();
gl_Position = normal_g[i];
vertex_color = normal_color;
EmitVertex();
EndPrimitive();
#if HAS_ATTRIBUTE_TANGENT == 1
// Tangent
vec4 tangent_color = vec4(0.0, 1.0, 1.0, 1.0);
gl_Position = gl_in[i].gl_Position;
vertex_color = tangent_color;
EmitVertex();
gl_Position = tangent_g[i];
vertex_color = tangent_color;
EmitVertex();
EndPrimitive();
#endif
}
void main()
{
triangle_normal_debug(0);
triangle_normal_debug(1);
triangle_normal_debug(2);
}
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