HoloprojStreaming/Assets/Website~/projection.vert.glsl

117 lines
4.1 KiB
GLSL

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;
uniform mat4 prjm;
varying vec2 vUv;
varying vec2 vUv1pxOffset;
varying float paintfordiscard;
// mat4 swapHandedness(mat4 sM) {
// return mat4(
// sM[0][0], sM[0][1], sM[0][2], sM[3][0],
// sM[1][0], sM[1][1], sM[1][2], sM[3][1],
// sM[2][0], sM[2][1], sM[2][2], sM[3][2],
// sM[0][3], sM[1][3], sM[2][3], sM[3][3]);
// }
mat4 fuckAroundAndFindOut(mat4 sM) {
// return mat4(
// sM[0][0], sM[1][0], sM[2][0], sM[0][3],
// sM[0][1], sM[1][1], sM[2][1], sM[1][3],
// sM[0][2], sM[1][2], sM[2][2], sM[2][3],
// sM[3][0], sM[3][1], sM[3][2], sM[3][3]);
return mat4(
sM[0][0], sM[0][1], sM[0][2], sM[0][3],
sM[1][0], sM[1][1], sM[1][2], sM[1][3],
sM[2][0], sM[2][1], sM[2][2], sM[2][3],
sM[3][0], sM[3][1], sM[3][2], sM[3][3]);
// return mat4(
// sM[0][0], sM[1][0], sM[0][2], sM[0][3],
// sM[0][1], sM[1][1], sM[1][2], sM[1][3],
// sM[2][0], sM[2][1], sM[2][2], sM[2][3],
// sM[3][0], sM[3][1], sM[3][2], sM[3][3]);
// return mat4(
// sM[0][0], sM[0][1], sM[2][0], sM[0][3],
// sM[1][0], sM[1][1], sM[2][1], sM[1][3],
// sM[0][2], sM[1][2], sM[2][2], sM[2][3],
// sM[3][0], sM[3][1], sM[3][2], sM[3][3]);
// return mat4(
// sM[0][0], sM[0][1], -sM[0][2], sM[0][3],
// sM[1][0], sM[1][1], sM[1][2], sM[1][3],
// -sM[2][0], sM[2][1], sM[2][2], sM[2][3],
// sM[3][0], sM[3][1], sM[3][2], sM[3][3]);
}
void main() {
vUv = vec2( position.x / width, position.y / height );
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;
// (original) 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,
// z*boxSize*0.5, // we had applied a (-1.0) multiplier to try to flip element [2,2]
// 1.0);
vec4 pos = vec4(
2.*(position.x / float(width)) - 1.,
2.*(position.y / float(height)) - 1.,
-1., //mix(1., -1., depth),
1.0
);
//vec4 pos2 = pos;
// First undo projection, then undo view, then below model is undone; flip the Y and Z vectors since WebGL is right handed
vec4 pos2 = fuckAroundAndFindOut(c2wm) * inverse(prjm) * pos; // order matters here! Parentheses do not
pos2.xyz *= boxSize;
// pos2 = pos2 * vec4(20000., 20000., 20000., 20000.); // bad idea! the last point needs to be 1 for translation to work
// pos2 = pos2 * boxSize;
//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.);
}
}