/* * Copyright 1993-2015 NVIDIA Corporation. All rights reserved. * * Please refer to the NVIDIA end user license agreement (EULA) associated * with this source code for terms and conditions that govern your use of * this software. Any use, reproduction, disclosure, or distribution of * this software and related documentation outside the terms of the EULA * is strictly prohibited. * */ #define STRINGIFY(A) #A // vertex shader const char *vertexShader = STRINGIFY( uniform float pointRadius; // point size in world space uniform float pointScale; // scale to calculate size in pixels uniform float densityScale; uniform float densityOffset; void main() { // calculate window-space point size vec3 posEye = vec3(gl_ModelViewMatrix * vec4(gl_Vertex.xyz, 1.0)); float dist = length(posEye); gl_PointSize = pointRadius * (pointScale / dist); gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz, 1.0); gl_FrontColor = gl_Color; } ); // pixel shader for rendering points as shaded spheres const char *spherePixelShader = STRINGIFY( void main() { const vec3 lightDir = vec3(0.577, 0.577, 0.577); // calculate normal from texture coordinates vec3 N; N.xy = gl_TexCoord[0].xy*vec2(2.0, -2.0) + vec2(-1.0, 1.0); float mag = dot(N.xy, N.xy); if (mag > 1.0) discard; // kill pixels outside circle N.z = sqrt(1.0-mag); // calculate lighting float diffuse = max(0.0, dot(lightDir, N)); gl_FragColor = gl_Color * diffuse; } );