2015-02-24 22:30:59 +00:00
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#version 150
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uniform mat4 viewProjectionMatrix;
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uniform float time;
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layout(points) in;
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2015-02-27 23:52:58 +00:00
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layout(triangle_strip, max_vertices = 256) out;
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2015-02-27 23:00:30 +00:00
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const float PI = 3.1415926;
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2015-02-27 23:52:58 +00:00
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const float transition_point = 1.178097;
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const float sin_p1 = 0.4;
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const float sin_p2 = 2;
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const float ex_p1 = 1.093;
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const float ex_p2 = 1.9996;
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const float begin = 0;
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const float end = 2.3;
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float radiusFunction(float x) {
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if (x < transition_point) {
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return sin_p1 * sin(sin_p2 * x);
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}
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else {
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return exp(ex_p1 - ex_p2 * x);
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}
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}
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2015-02-24 22:30:59 +00:00
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void main() {
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2015-02-27 23:52:58 +00:00
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float resolution = 8.0;
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float step = abs(end-begin)/resolution;
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for (float i = begin; i<end; i+=step) {
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float downRadius = radiusFunction(i);
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float upRadius = radiusFunction(i+step);
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for (int j = 0; j<resolution; j++) {
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float leftAngle = PI * 2.0 / resolution * j;
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float rightAngle = PI * 2.0 / resolution * (j+1);
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vec4 offset = vec4(cos(leftAngle) * downRadius, i, -sin(leftAngle) * downRadius, 0.0);
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gl_Position = gl_in[0].gl_Position + viewProjectionMatrix * offset;
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EmitVertex();
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offset = vec4(cos(leftAngle) * upRadius, i + step, -sin(leftAngle) * upRadius, 0.0);
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gl_Position = gl_in[0].gl_Position + viewProjectionMatrix * offset;
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EmitVertex();
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offset = vec4(cos(rightAngle) * downRadius, i, -sin(rightAngle) * downRadius, 0.0);
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gl_Position = gl_in[0].gl_Position + viewProjectionMatrix * offset;
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EmitVertex();
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offset = vec4(cos(rightAngle) * upRadius, i + step, -sin(rightAngle) * upRadius, 0.0);
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gl_Position = gl_in[0].gl_Position + viewProjectionMatrix * offset;
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EmitVertex();
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EndPrimitive();
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}
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2015-02-27 23:00:30 +00:00
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}
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2015-02-24 22:30:59 +00:00
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}
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