static void
Init(void)
{
- /* Fragment shader: compute distance of fragment from center of point,
- * if dist > 1, discard
- * if dist < k, coverage = 1
- * else, coverage = func(dist)
+ /* Fragment shader: compute distance of fragment from center of point
+ * (we're using texcoords but another varying could be used).
+ * if dist > 1, discard (coverage==0)
+ * if dist < k, coverage = 1
+ * else, coverage = func(dist)
+ * Note: length() uses sqrt() and may be expensive. The distance could
+ * be squared instead (with adjustments to the threshold (k) test)
*/
static const char *fragShaderText =
"void main() {\n"
" gl_FragColor.a = cover; \n"
"}\n";
/* Vertex shader: compute new vertex position based on incoming vertex pos,
- * texcoords and inverse viewport scale factor.
+ * texcoords, point size, and inverse viewport scale factor.
+ * Note: should compute point size attenuation here too.
*/
static const char *vertShaderText =
"uniform vec2 viewportInv; \n"
"void main() {\n"
- " vec4 p = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
- " vec2 scale2 = viewportInv * gl_Point.size; \n"
- " gl_Position.xy = p.xy + gl_MultiTexCoord0.xy * scale2 * p.w; \n"
- " gl_Position.zw = p.zw; \n"
+ " vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+ " gl_Position.xy = pos.xy + gl_MultiTexCoord0.xy * viewportInv \n"
+ " * gl_Point.size * pos.w; \n"
+ " gl_Position.zw = pos.zw; \n"
" gl_TexCoord[0] = gl_MultiTexCoord0; \n"
" gl_FrontColor = gl_Color; \n"
"}\n";