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- in vec3 Position;
- in float Energy;
- in vec3 Color;
- in float Radius;
- flat out vec3 center;
- flat out float energy;
- flat out vec3 col;
- flat out float radius;
- const float zNear = 1.;
- // Code borrowed from https://software.intel.com/en-us/articles/deferred-rendering-for-current-and-future-rendering-pipelines
- // Maths explanations are found here http://www.gamasutra.com/view/feature/131351/the_mechanics_of_robust_stencil_.php?page=6
- vec2 UpdateClipRegionRoot(float nc, /* Tangent plane x/y normal coordinate (view space) */
- float lc, /* Light x/y coordinate (view space) */
- float lz, /* Light z coordinate (view space) */
- float lightRadius,
- float cameraScale /* Project scale for coordinate (_11 or _22 for x/y respectively) */)
- {
- float nz = (lightRadius - nc * lc) / lz;
- float pz = (lc * lc + lz * lz - lightRadius * lightRadius) /
- (lz - (nz / nc) * lc);
- if (pz > 0.) {
- float c = -nz * cameraScale / nc;
- if (nc > 0.) // Left side boundary
- return vec2(c, 1.);
- else // Right side boundary
- return vec2(-1., c);
- }
- return vec2(-1., 1.);
- }
- vec2 UpdateClipRegion(float lc, /* Light x/y coordinate (view space) */
- float lz, /* Light z coordinate (view space) */
- float lightRadius,
- float cameraScale /* Project scale for coordinate (_11 or _22 for x/y respectively) */)
- {
- float rSq = lightRadius * lightRadius;
- float lcSqPluslzSq = lc * lc + lz * lz;
- float d = rSq * lc * lc - lcSqPluslzSq * (rSq - lz * lz);
- // The camera is inside lignt bounding sphere, quad fits whole screen
- if (d <= 0.)
- return vec2(-1., 1.);
- float a = lightRadius * lc;
- float b = sqrt(d);
- float nx0 = (a + b) / lcSqPluslzSq;
- float nx1 = (a - b) / lcSqPluslzSq;
- vec2 clip0 = UpdateClipRegionRoot(nx0, lc, lz, lightRadius, cameraScale);
- vec2 clip1 = UpdateClipRegionRoot(nx1, lc, lz, lightRadius, cameraScale);
- return vec2(max(clip0.x, clip1.x), min(clip0.y, clip1.y));
- }
- // Returns bounding box [min.x, max.x, min.y, max.y] in clip [-1, 1] space.
- vec4 ComputeClipRegion(vec3 lightPosView, float lightRadius)
- {
- if (lightPosView.z + lightRadius >= zNear) {
- vec2 clipX = UpdateClipRegion(lightPosView.x, lightPosView.z, lightRadius, ProjectionMatrix[0][0]);
- vec2 clipY = UpdateClipRegion(lightPosView.y, lightPosView.z, lightRadius, ProjectionMatrix[1][1]);
- return vec4(clipX, clipY);
- }
- return vec4(0.);
- }
- void main(void)
- {
- vec4 Center = ViewMatrix * vec4(Position, 1.);
- Center /= Center.w;
- vec2 ProjectedCornerPosition;
- vec4 clip = ComputeClipRegion(Center.xyz, Radius);
- switch (gl_VertexID)
- {
- case 0:
- ProjectedCornerPosition = clip.xz;
- break;
- case 1:
- ProjectedCornerPosition = clip.xw;
- break;
- case 2:
- ProjectedCornerPosition = clip.yz;
- break;
- case 3:
- ProjectedCornerPosition = clip.yw;
- break;
- }
- // Work out nearest depth for quad Z
- // Clamp to near plane in case this light intersects the near plane... don't want our quad to be clipped
- float quadDepth = max(zNear, Center.z - Radius);
- // Project quad depth into clip space
- vec4 quadClip = ProjectionMatrix * vec4(0., 0., quadDepth, 1.0f);
- gl_Position = vec4(ProjectedCornerPosition, quadClip.z / quadClip.w, 1.);
- col = Color;
- center = Position;
- energy = Energy;
- radius = Radius;
- }
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