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