uniform sampler2D map; uniform float width; uniform float height; uniform float nearClipping, farClipping; uniform float pointSize; uniform float boxSize; uniform float cameraIndex; uniform float numCameras; uniform mat4 c2wm; varying vec2 vUv; varying vec2 vUv1pxOffset; varying float paintfordiscard; void main() { vUv = vec2( position.x / width, position.y / height ); // -> vec2(0, 0) vUv1pxOffset = vec2( 1.0 / width, 1.0 / height ) * 2.0; int skipctr = 0; int skipthreshold = 1; for (float xoff = -1.0; xoff < 2.0; xoff++) { for (float yoff = -1.0; yoff < 2.0; yoff++) { vec2 thisUv = vUv + (vec2 (xoff, yoff) * vUv1pxOffset); vec4 color = texture2D(map, thisUv*vec2(1.0/numCameras,(1.0/3.0))+vec2(cameraIndex/numCameras,(1.0/3.0))); float depth = ( color.r + color.g + color.b ) / 3.0; if (depth < 0.01) { skipctr++; } } } paintfordiscard = float(skipctr > skipthreshold); //vec4 color = texture2D( map, vUv*vec2(0.5,(1.0/3.0))+vec2(0,(1.0/3.0))); vec4 color = texture2D( map, vUv*vec2(1.0/numCameras,(1.0/3.0))+vec2(cameraIndex/numCameras,(1.0/3.0))); float depth = ( color.r + color.g + color.b ) / 3.0; // Projection code by @kcmic // instead of building a matrix and multiplying by the matrix, math is being done to // guess the projection. // Undoes the perspective division //float z = depth * (farClipping-nearClipping) + nearClipping; float z = depth; vec4 pos = vec4( ( position.x / width - 0.5 )*boxSize, ( position.y / height - 0.5 )*boxSize, (-1.0)*z*boxSize*0.5, // we applied a (-1.0) multiplier to try to flip element [2,2] 1.0); //vec4 pos2 = pos; vec4 pos2 = c2wm * pos; //vec4 pos2 = inverse(c2wm) * pos; // float(cameraIndex) gl_PointSize = pointSize; gl_Position = projectionMatrix * modelViewMatrix * pos2; if (depth <.01 || (paintfordiscard != 0.0)) { // move this point out of the view box if the depth is nearly zero gl_Position = vec4(-1., -1., -1., -1.); } }