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OpenGL shaders for rendering an array of sequential unsigned integers starting at 0
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#version 450 core | |
// get color from geometry shader | |
in vec4 gs_color; | |
// output color | |
out vec4 color; | |
void main(void) | |
{ | |
color = gs_color; | |
} |
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#version 450 core | |
layout (location = 0) uniform uint max_height; | |
layout (points) in; // discarded | |
layout (triangle_strip, max_vertices = 4) out; // output "bar" in "bar graph" | |
in uint vs_height[]; // height of an array element | |
in vec4 vs_color[]; // color of an array element | |
in uint vs_index[]; // index of an array element | |
out vec4 gs_color; // pass-through color | |
void main(void) | |
{ | |
gs_color = vs_color[0]; | |
float unit_width = 2.0f/max_height; | |
vec2 bottom_left_corner = vec2(unit_width * vs_index[0] - 1, -1); | |
vec2 dx = vec2(unit_width, 0); | |
vec2 dy = vec2(0, vs_height[0] * unit_width); | |
gl_Position = vec4(bottom_left_corner, 0.0f, 1.0f); EmitVertex(); | |
gl_Position = vec4(bottom_left_corner + dx, 0.0f, 1.0f); EmitVertex(); | |
gl_Position = vec4(bottom_left_corner + dy, 0.0f, 1.0f); EmitVertex(); | |
gl_Position = vec4(bottom_left_corner + dx + dy, 0.0f, 1.0f); EmitVertex(); | |
} |
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#version 450 core | |
layout (location = 0) uniform uint max_height; // tallest element in graph (== number of elements) | |
layout (location = 0) in uint height; // height of element | |
layout (location = 1) in vec4 color; // color of element | |
out uint vs_height; // pass-through height | |
out vec4 vs_color; // pass-through color | |
out uint vs_index; // index in array | |
void main(void) | |
{ | |
// max-height tells us not only the max height, but also how many elements there are. | |
// gl_VertexID tells us where (horizontally) to draw the element | |
// geometry shader does all the work | |
vs_height = height; | |
vs_color = color; | |
vs_index = gl_VertexID; | |
} |
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