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32 lines
1014 B
GLSL
32 lines
1014 B
GLSL
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uniform mat4 cvfu_modelViewProjectionMatrix;
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uniform mat4 cvfu_modelViewMatrix;
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uniform float cvfu_pixelHeightAtUnitDistance;
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// Point radius in world space
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uniform float u_pointRadius;
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attribute vec4 cvfa_vertex;
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attribute vec2 cvfa_texCoord;
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varying vec3 v_ecPosition;
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varying vec2 v_texCoord;
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//--------------------------------------------------------------------------------------------------
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/// Vertex Shader for point rendering. Scales point size based on distance from eye
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//--------------------------------------------------------------------------------------------------
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void main ()
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{
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// Do standard stuff
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v_ecPosition = (cvfu_modelViewMatrix * cvfa_vertex).xyz;
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v_texCoord = cvfa_texCoord;
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gl_Position = cvfu_modelViewProjectionMatrix*cvfa_vertex;
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// Compute the point diameter in window coords (pixels)
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// Scale with distance for perspective correction of the size
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float dist = length(v_ecPosition);
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gl_PointSize = 2.0*u_pointRadius/(cvfu_pixelHeightAtUnitDistance*dist);
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}
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