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