69 lines
1.5 KiB
Forth
69 lines
1.5 KiB
Forth
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#version 330 core
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in vec3 pos; // interpolated from the vertex shader values.
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in vec4 start;
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in vec4 stop;
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in vec4 clusterIndex;
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// Ouput data
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//out vec3 color; // pixel/sample colour
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layout(location=0) out vec3 color; // pixel/sample colour
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uniform vec3 colors[13] = {
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vec3(1.0, 0.0, 0.0),
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vec3(0.0, 1.0, 0.0),
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vec3(0.0, 0.0, 1.0),
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vec3(1.0, 1.0, 0.0),
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vec3(0.0, 1.0, 1.0),
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vec3(1.0, 0.0, 1.0),
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vec3(1.0, 0.5, 0.0),
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vec3(1.0, 0.0, 0.5),
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vec3(0.5, 1.0, 0.0),
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vec3(0.0, 1.0, 0.5),
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vec3(0.5, 0.0, 1.0),
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vec3(0.0, 0.5, 1.0),
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vec3(1.0, 1.0, 1.0)
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};
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void main() {
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// some periodic coloring function based on fragment position (model space) interpolated from triangle vertices
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vec4 inside = vec4(0.0, 0.0, 0.0, 0.0);
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if (pos.x < stop.x && pos.x > start.x)
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inside.x = 1.0;
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if (pos.x < stop.y && pos.x > start.y)
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inside.y = 1.0;
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if (pos.x < stop.z && pos.x > start.z)
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inside.z = 1.0;
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if (pos.x < stop.w && pos.x > start.w)
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inside.w = 1.0;
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float R, G, B;
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if (gl_FrontFacing) {
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color = vec3(0.5, 0.5, 0.5);
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} else {
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if (inside.x == 1.0)
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color = colors[int(clusterIndex.x+0.5)];
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else if (inside.y == 1.0)
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color = colors[int(clusterIndex.y+0.5)];
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else if (inside.z == 1.0)
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color = colors[int(clusterIndex.z+0.5)];
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else if (inside.w == 1.0)
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color = colors[int(clusterIndex.w+0.5)];
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else
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color = colors[12];
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}
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/*
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float R = 0.5 + 0.4*cos(2*3.14*pos.x);
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float G = 0.6 + 0.3*sin(2*3.14*2*pos.y);
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float B = 0.4 + 0.7*cos(2*3.14*3*pos.z);
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color = vec3(R, G, B);
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*/
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}
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