Files
bullet3/Demos/ParticlesOpenCL/shaders.cpp
erwin.coumans fbc17731ec Several changes to sync Bullet trunk with PlayStation 3 spubullet version
Still needs some cross-platform fixes
2010-07-08 17:02:38 +00:00

85 lines
2.8 KiB
C++

#define STRINGIFY(A) #A
#ifdef USE_AMD_OPENCL
// vertex shader
const char *vertexShader = STRINGIFY(
uniform float pointRadius; // point size in world space
uniform float pointScale; // scale to calculate size in pixels
uniform float densityScale;
uniform float densityOffset;
varying vec3 posEye;
void main()
{
// calculate window-space point size
posEye = vec3(gl_ModelViewMatrix * vec4(gl_Vertex.xyz, 1.0));
float dist = length(posEye);
gl_PointSize = pointRadius * (pointScale / dist);
// gl_PointSize = 4.0;
//hack around latest AMD graphics cards having troubles with point sprite rendering
//the problem is still unresolved on the 5870 card, and results in a black screen
//see also http://forums.amd.com/devforum/messageview.cfm?catid=392&threadid=129431
gl_TexCoord = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz, 1.0);
gl_FrontColor = gl_Color;
}
);
#else
// vertex shader
const char *vertexShader = STRINGIFY(
uniform float pointRadius; // point size in world space
uniform float pointScale; // scale to calculate size in pixels
uniform float densityScale;
uniform float densityOffset;
varying vec3 posEye;
void main()
{
// calculate window-space point size
posEye = vec3(gl_ModelViewMatrix * vec4(gl_Vertex.xyz, 1.0));
float dist = length(posEye);
gl_PointSize = pointRadius * (pointScale / dist);
// gl_PointSize = 4.0;
//hack around latest AMD graphics cards having troubles with point sprite rendering
//the problem is still unresolved on the 5870 card, and results in a black screen
//see also http://forums.amd.com/devforum/messageview.cfm?catid=392&threadid=129431
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz, 1.0);
gl_FrontColor = gl_Color;
}
);
#endif
// pixel shader for rendering points as shaded spheres
const char *spherePixelShader = STRINGIFY(
uniform float pointRadius; // point size in world space
varying vec3 posEye; // position of center in eye space
void main()
{
const vec3 lightDir = vec3(0.577, 0.577, 0.577);
const float shininess = 40.0;
// calculate normal from texture coordinates
vec3 N;
N.xy = gl_TexCoord[0].xy*vec2(2.0, -2.0) + vec2(-1.0, 1.0);
float mag = dot(N.xy, N.xy);
if (mag > 1.0) discard; // kill pixels outside circle
N.z = sqrt(1.0-mag);
// point on surface of sphere in eye space
vec3 spherePosEye = posEye + N*pointRadius;
// calculate lighting
float diffuse = max(0.0, dot(lightDir, N));
// gl_FragColor = gl_Color * diffuse;
vec3 v = normalize(-spherePosEye);
vec3 h = normalize(lightDir + v);
float specular = pow(max(0.0, dot(N, h)), shininess);
gl_FragColor = gl_Color * diffuse + specular;
}
);