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1 | 18x | export default "\n\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 directionalLightColor[ 1 ];\nuniform vec3 directionalLightDirection[ 1 ];\nuniform vec3 outlineColor;\nuniform float outlineWidth;\nuniform float outlinePushback;\n\n\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec3 color;\nattribute float radius;\n\nvarying vec3 vColor;\nvarying vec3 vLight;\nvarying vec3 cposition;\nvarying vec3 p1;\nvarying vec3 p2;\nvarying float r;\n\nvoid main() {\n\n vColor = outlineColor;\n float rad = radius+sign(radius)*outlineWidth;\n r = abs(rad);\n vec4 to = modelViewMatrix*vec4(normal, 1.0); //normal is other point of cylinder\n vec4 pt = modelViewMatrix*vec4(position, 1.0);\n//pushback\n to.xyz += normalize(to.xyz)*outlinePushback;\n pt.xyz += normalize(pt.xyz)*outlinePushback;\n\n vec4 mvPosition = pt;\n p1 = pt.xyz; p2 = to.xyz;\n vec3 norm = to.xyz-pt.xyz;\n float mult = 1.1; //slop to account for perspective of sphere\n if(length(p1) > length(p2)) { //billboard at level of closest point\n mvPosition = to;\n }\n vec3 n = normalize(mvPosition.xyz);\n//intersect with the plane defined by the camera looking at the billboard point\n if(color.z >= 0.0) { //p1\n vec3 pnorm = normalize(p1);\n float t = dot(mvPosition.xyz-p1,n)/dot(pnorm,n);\n mvPosition.xyz = p1+t*pnorm;\n } else {\n vec3 pnorm = normalize(p2);\n float t = dot(mvPosition.xyz-p2,n)/dot(pnorm,n);\n mvPosition.xyz = p2+t*pnorm;\n mult *= -1.0;\n }\n vec3 cr = normalize(cross(mvPosition.xyz,norm))*rad;\n vec3 doublecr = normalize(cross(mvPosition.xyz,cr))*rad;\n mvPosition.xy += mult*(cr + doublecr).xy;\n cposition = mvPosition.xyz;\n gl_Position = projectionMatrix * mvPosition;\n vLight = vec3(1.0,1.0,1.0);\n}\n\n"; |