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1 | 18x | export default "uniform float opacity;\nuniform mat4 projectionMatrix;\n\nuniform vec3 fogColor;\nuniform float fogNear;\nuniform float fogFar;\n\nvarying vec3 vLight;\nvarying vec3 vColor;\nvarying vec3 cposition;\nvarying vec3 p1;\nvarying vec3 p2;\nvarying float r;\n\n//DEFINEFRAGCOLOR\n\n//cylinder-ray intersection testing taken from http://mrl.nyu.edu/~dzorin/cg05/lecture12.pdf\n//also useful: http://stackoverflow.com/questions/9595300/cylinder-impostor-in-glsl\n//with a bit more care (caps) this could be a general cylinder imposter (see also outline)\nvoid main() {\n vec3 color = abs(vColor);\n vec3 pos = cposition;\n vec3 p = pos; //ray point\n vec3 v = vec3(0.0,0.0,-1.0); //ray normal - orthographic\n if(projectionMatrix[3][3] == 0.0) v = normalize(pos); //ray normal - perspective\n vec3 pa = p1; //cyl start\n vec3 va = normalize(p2-p1); //cyl norm\n vec3 tmp1 = v-(dot(v,va)*va);\n vec3 deltap = p-pa;\n float A = dot(tmp1,tmp1);\n if(A == 0.0) discard;\n vec3 tmp2 = deltap-(dot(deltap,va)*va);\n float B = 2.0*dot(tmp1, tmp2);\n float C = dot(tmp2,tmp2)-r*r;\n//quadratic equation!\n float det = (B*B) - (4.0*A*C);\n if(det < 0.0) discard;\n float sqrtDet = sqrt(det);\n float posT = (-B+sqrtDet)/(2.0*A);\n float negT = (-B-sqrtDet)/(2.0*A);\n float intersectionT = min(posT,negT);\n vec3 qi = p+v*intersectionT;\n float dotp1 = dot(va,qi-p1);\n float dotp2 = dot(va,qi-p2);\n vec3 norm;\n if( dotp1 < 0.0 || dotp2 > 0.0) { //(p-c)^2 + 2(p-c)vt +v^2+t^2 - r^2 = 0\n vec3 cp;\n if( dotp1 < 0.0) { \n// if(vColor.x < 0.0 ) discard; //color sign bit indicates if we should cap or not\n cp = p1;\n } else {\n// if(vColor.y < 0.0 ) discard;\n cp = p2;\n }\n vec3 diff = p-cp;\n A = dot(v,v);\n B = dot(diff,v)*2.0;\n C = dot(diff,diff)-r*r;\n det = (B*B) - (4.0*C);\n if(det < 0.0) discard;\n sqrtDet = sqrt(det);\n posT = (-B+sqrtDet)/(2.0);\n negT = (-B-sqrtDet)/(2.0);\n float t = min(posT,negT);\n qi = p+v*t; \n norm = normalize(qi-cp); \n } else {\n norm = normalize(qi-(dotp1*va + p1));\n }\n vec4 clipPos = projectionMatrix * vec4(qi, 1.0);\n float ndcDepth = clipPos.z / clipPos.w;\n float depth = ((gl_DepthRange.diff * ndcDepth) + gl_DepthRange.near + gl_DepthRange.far) / 2.0;\n gl_FragDepthEXT = depth;"; |