WMPointRenderer-vertex.glsl 2.32 KB
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//---------------------------------------------------------------------------
//
// Project: OpenWalnut ( http://www.openwalnut.org )
//
// Copyright 2009 OpenWalnut Community, BSV@Uni-Leipzig and CNCF@MPI-CBS
// For more information see http://www.openwalnut.org/copying
//
// This file is part of OpenWalnut.
//
// OpenWalnut is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// OpenWalnut is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with OpenWalnut. If not, see <http://www.gnu.org/licenses/>.
//
//---------------------------------------------------------------------------

#version 120

#extension GL_EXT_geometry_shader4 : enable

/////////////////////////////////////////////////////////////////////////////
// Uniforms
/////////////////////////////////////////////////////////////////////////////

/////////////////////////////////////////////////////////////////////////////
// Attributes
/////////////////////////////////////////////////////////////////////////////

/////////////////////////////////////////////////////////////////////////////
// Varyings
/////////////////////////////////////////////////////////////////////////////

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varying float v_clip ;

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/////////////////////////////////////////////////////////////////////////////
// Variables
/////////////////////////////////////////////////////////////////////////////

/////////////////////////////////////////////////////////////////////////////
// Functions
/////////////////////////////////////////////////////////////////////////////

/**
 * Main entry point of the vertex shader.
 */
void main()
{
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    // use clipping planes to cut away parts
    v_clip = 0.0;
    // TODO(ebaum): implement this using proper clip-plane implementation
    // v_clip = float((  gl_Vertex.x > 500. ) || (gl_Vertex.y>500.) );

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    // forward to geometry shader
    gl_FrontColor = gl_Color;
    gl_Position = gl_ModelViewMatrix * gl_Vertex;
}