Tried to further improve the rendering of the flame; didn't quite work.
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805a5f19b5
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@ -5,14 +5,19 @@ uniform vec3 camera;
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in vec3 fColor;
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in vec3 fColor;
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in GS_OUT {
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in GS_OUT {
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vec3 normal;
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smooth vec3 normal;
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smooth vec3 position;
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}fs_in;
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}fs_in;
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out vec4 oColor;
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out vec4 oColor;
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void main() {
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void main() {
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float dotProduct = dot(fs_in.normal, camera);
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float dotProduct = dot(normalize(fs_in.normal), normalize(camera - fs_in.position));
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vec3 color = fColor * dotProduct;
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if (dotProduct < 0.1 && dotProduct > 0.0){
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oColor = vec4(color, 0.5);
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oColor = vec4(1.0, 0.0, 0.0, 0.5);
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}
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else {
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oColor = vec4(fColor, 0.5);
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}
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}
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}
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@ -6,10 +6,11 @@ uniform bool bottom;
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uniform bool left;
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uniform bool left;
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layout(points) in;
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layout(points) in;
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layout(triangle_strip, max_vertices = 102) out;
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layout(triangle_strip, max_vertices = 78) out;
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out GS_OUT {
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out GS_OUT {
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vec3 normal;
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smooth vec3 normal;
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smooth vec3 position;
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}gs_out;
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}gs_out;
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in vec3 Color[];
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in vec3 Color[];
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@ -66,27 +67,31 @@ void main() {
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float rightAngle = PI * 2.0 / resolution * (j+1);
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float rightAngle = PI * 2.0 / resolution * (j+1);
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vec4 offset = vec4(cos(rightAngle) * downRadius, i, -sin(rightAngle) * downRadius, 0.0);
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vec4 offset = vec4(cos(rightAngle) * downRadius, i, -sin(rightAngle) * downRadius, 0.0);
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vec4 position0 = gl_in[0].gl_Position + viewProjectionMatrix * offset;
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vec4 position = gl_in[0].gl_Position + viewProjectionMatrix * offset;
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gl_Position = position0;
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gl_Position = position;
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gs_out.normal = -vec3(position0 - gl_in[0].gl_Position);
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gs_out.normal = vec3(position - gl_in[0].gl_Position);
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gs_out.position = vec3(position);
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EmitVertex();
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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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offset = vec4(cos(rightAngle) * upRadius, i + step, -sin(rightAngle) * upRadius, 0.0);
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vec4 position1 = gl_in[0].gl_Position + viewProjectionMatrix * offset;
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position = gl_in[0].gl_Position + viewProjectionMatrix * offset;
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gl_Position = position1;
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gl_Position = position;
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gs_out.normal = -vec3(position1 - gl_in[0].gl_Position);
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gs_out.normal = vec3(position - gl_in[0].gl_Position);
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gs_out.position = vec3(position);
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EmitVertex();
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EmitVertex();
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offset = vec4(cos(leftAngle) * downRadius, i, -sin(leftAngle) * downRadius, 0.0);
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offset = vec4(cos(leftAngle) * downRadius, i, -sin(leftAngle) * downRadius, 0.0);
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vec4 position2 = gl_in[0].gl_Position + viewProjectionMatrix * offset;
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position = gl_in[0].gl_Position + viewProjectionMatrix * offset;
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gl_Position = position2;
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gl_Position = position;
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gs_out.normal = -vec3(position2 - gl_in[0].gl_Position);
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gs_out.normal = vec3(position - gl_in[0].gl_Position);
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gs_out.position = vec3(position);
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EmitVertex();
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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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offset = vec4(cos(leftAngle) * upRadius, i + step, -sin(leftAngle) * upRadius, 0.0);
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vec4 position3 = gl_in[0].gl_Position + viewProjectionMatrix * offset;
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position = gl_in[0].gl_Position + viewProjectionMatrix * offset;
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gl_Position = position3;
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gl_Position = position;
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gs_out.normal = -vec3(position3 - gl_in[0].gl_Position);
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gs_out.normal = vec3(position - gl_in[0].gl_Position);
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gs_out.position = vec3(position);
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EmitVertex();
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EmitVertex();
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EndPrimitive();
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EndPrimitive();
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