mirror of
https://github.com/NVIDIA/cuda-samples.git
synced 2024-11-28 16:59:16 +08:00
69 lines
2.7 KiB
C++
69 lines
2.7 KiB
C++
|
/* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
|
||
|
*
|
||
|
* Redistribution and use in source and binary forms, with or without
|
||
|
* modification, are permitted provided that the following conditions
|
||
|
* are met:
|
||
|
* * Redistributions of source code must retain the above copyright
|
||
|
* notice, this list of conditions and the following disclaimer.
|
||
|
* * Redistributions in binary form must reproduce the above copyright
|
||
|
* notice, this list of conditions and the following disclaimer in the
|
||
|
* documentation and/or other materials provided with the distribution.
|
||
|
* * Neither the name of NVIDIA CORPORATION nor the names of its
|
||
|
* contributors may be used to endorse or promote products derived
|
||
|
* from this software without specific prior written permission.
|
||
|
*
|
||
|
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
|
||
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||
|
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||
|
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||
|
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||
|
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||
|
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||
|
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
|
||
|
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||
|
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||
|
*/
|
||
|
|
||
|
#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;
|
||
|
});
|