voxel-engine/shaders/shader-texture.gs

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#version 330 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in VS_OUT{
vec3 Extents;
vec3 Normal;
float BlockType;
} gs_in[];
out vec3 TexCoord;
out vec3 Normal;
out vec3 FragPos;
uniform mat4 view;
uniform mat4 projection;
void main(){
Normal = gs_in[0].Normal;
TexCoord = vec3(0.0, 0.0, gs_in[0].BlockType);
gl_Position = gl_in[0].gl_Position;
FragPos = vec3(gl_Position);
gl_Position = projection * view * gl_Position;
EmitVertex();
if(gs_in[0].Extents.x == 0){
TexCoord = vec3(gs_in[0].Extents.z, 0.0, gs_in[0].BlockType);
gl_Position = gl_in[0].gl_Position + vec4(0.0, 0.0, gs_in[0].Extents.z, 0.0);
FragPos = vec3(gl_Position);
gl_Position = projection * view * gl_Position;
EmitVertex();
TexCoord = vec3(0.0, gs_in[0].Extents.y, gs_in[0].BlockType);
gl_Position = gl_in[0].gl_Position + vec4(0.0, gs_in[0].Extents.y, 0.0, 0.0);
FragPos = vec3(gl_Position);
gl_Position = projection * view * gl_Position;
EmitVertex();
TexCoord = vec3(gs_in[0].Extents.z, gs_in[0].Extents.y, gs_in[0].BlockType);
}
else if(gs_in[0].Extents.y == 0){
TexCoord = vec3(gs_in[0].Extents.x, 0.0, gs_in[0].BlockType);
gl_Position = gl_in[0].gl_Position + vec4(gs_in[0].Extents.x, 0.0, 0.0, 0.0);
FragPos = vec3(gl_Position);
gl_Position = projection * view * gl_Position;
EmitVertex();
TexCoord = vec3(0.0, gs_in[0].Extents.z, gs_in[0].BlockType);
gl_Position = gl_in[0].gl_Position + vec4(0.0, 0.0, gs_in[0].Extents.z, 0.0);
FragPos = vec3(gl_Position);
gl_Position = projection * view * gl_Position;
EmitVertex();
TexCoord = vec3(gs_in[0].Extents.x, gs_in[0].Extents.z, gs_in[0].BlockType);
}
else{
TexCoord = vec3(gs_in[0].Extents.x, 0.0, gs_in[0].BlockType);
gl_Position = gl_in[0].gl_Position + vec4(gs_in[0].Extents.x, 0.0, 0.0, 0.0);
FragPos = vec3(gl_Position);
gl_Position = projection * view * gl_Position;
EmitVertex();
TexCoord = vec3(0.0, gs_in[0].Extents.y, gs_in[0].BlockType);
gl_Position = gl_in[0].gl_Position + vec4(0.0, gs_in[0].Extents.y, 0.0, 0.0);
FragPos = vec3(gl_Position);
gl_Position = projection * view * gl_Position;
EmitVertex();
TexCoord = vec3(gs_in[0].Extents.x, gs_in[0].Extents.y, gs_in[0].BlockType);
}
gl_Position = gl_in[0].gl_Position + vec4(gs_in[0].Extents, 0.0);
FragPos = vec3(gl_Position);
gl_Position = projection * view * gl_Position;
EmitVertex();
EndPrimitive();
}