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Geometry shader for switching between flat and smooth shading
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#version 330 | |
layout(triangles) in; | |
layout(triangle_strip, max_vertices=3) out | |
uniform int enableSmooth=1; | |
in vec3 vNorm[3]; | |
in vec3 vWorldPos[3]; | |
in vec2 vTexCoord[3]; | |
// output for each vertex emiting | |
out vec3 gNorm; | |
out vec3 gWorldPos; | |
out vec2 gTexCoord; | |
void main(){ | |
// calculate flat normal | |
vec3 oa=vWorldPos[1]-vWorldPos[0]; | |
vec3 ob=vWorldPos[2]-vWorldPos[0]; | |
vec3 norm=normalize(cross(oa, ob)); | |
for(int i=0; i<3; i++){ | |
// preparing vertex data for emiting | |
gl_Position=gl_in[i].gl_Position; | |
// switch between flat and smooth shading | |
gNorm=enableSmooth==1? vNorm[i]: norm; | |
gWorldPos=vWorldPos[i]; | |
gTexCoord=vTexCoord[i]; | |
EmitVertex(); | |
} | |
// after assembling... | |
EndPrimitive(); | |
} |
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