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https://github.com/NVIDIA/cuda-samples.git
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69 lines
2.7 KiB
C++
69 lines
2.7 KiB
C++
/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#define STRINGIFY(A) #A
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// vertex shader
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const char *vertexShader = STRINGIFY(
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uniform float pointRadius; // point size in world space
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uniform float pointScale; // scale to calculate size in pixels
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uniform float densityScale;
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uniform float densityOffset;
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void main()
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{
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// calculate window-space point size
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vec3 posEye = vec3(gl_ModelViewMatrix * vec4(gl_Vertex.xyz, 1.0));
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float dist = length(posEye);
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gl_PointSize = pointRadius * (pointScale / dist);
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz, 1.0);
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gl_FrontColor = gl_Color;
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});
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// pixel shader for rendering points as shaded spheres
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const char *spherePixelShader = STRINGIFY(
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void main()
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{
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const vec3 lightDir = vec3(0.577, 0.577, 0.577);
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// calculate normal from texture coordinates
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vec3 N;
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N.xy = gl_TexCoord[0].xy*vec2(2.0, -2.0) + vec2(-1.0, 1.0);
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float mag = dot(N.xy, N.xy);
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if (mag > 1.0) discard; // kill pixels outside circle
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N.z = sqrt(1.0-mag);
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// calculate lighting
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float diffuse = max(0.0, dot(lightDir, N));
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gl_FragColor = gl_Color * diffuse;
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});
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