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- uniform vec3 extents;
- uniform mat4 RHMatrix;
- ivec3 resolution = ivec3(32, 16, 32);
- out vec3 uvw;
- void main(void)
- {
- // Determine the RH center
- float gx = int(gl_VertexID) & (resolution.x - 1);
- float gy = int(gl_VertexID >> 5) & (resolution.y - 1);
- float gz = int(gl_VertexID >> 9) & (resolution.z - 1);
- uvw = vec3(gx, gy, gz) / vec3(resolution);
- vec3 WorldPos = (2. * uvw - 1.) * extents;
- gl_Position = ProjectionMatrix * ViewMatrix * RHMatrix * vec4(WorldPos, 1.);
- gl_PointSize = 500. / gl_Position.w;
- }
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