protot/3rdparty/imgui_docking_minimal/fragment_shader.fs

69 lines
1.5 KiB
GLSL

#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);
*/
}