I created this shader from following this tutorial on single pass wireframe rendering: http://codeflow.org/entries/2012/aug/02/easy-wireframe-display-with-barycentric-coordinates/
Fragment:
#version 450
layout (location = 0) out vec4 outColor;
in vec3 vBC;
const float lineWidth = 0.5;
const vec3 color = vec3(0.7, 0.7, 0.7);
float edgeFactor(){
vec3 d = fwidth(vBC);
vec3 a3 = smoothstep(vec3(0.0), d*1.5, vBC);
return min(min(a3.x, a3.y), a3.z);
}
void main(){
outColor = vec4(min(vec3(edgeFactor()), color), 1.0);
}
Vertex:
#version 450
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 baryCentric;
out vec3 vBC;
uniform mat4 T_MVP;
void main() {
//texCoord0 = texCoord;
gl_Position = T_MVP * vec4(position, 1.0);
vBC = baryCentric;
}
And here is the gl prep before rendering:
wir.bind();
wir.updateUniforms(super.getTransform(), mat, engine);
GL45.glEnable(GL45.GL_SAMPLE_ALPHA_TO_COVERAGE);
GL45.glEnable(GL45.GL_BLEND);
GL45.glBlendFunc(GL45.GL_SRC_ALPHA, GL45.GL_ONE_MINUS_SRC_ALPHA);
mesh.draw("baryCentric", GL15.GL_TRIANGLES);
And here is how i bind the vertex atrribs;
The shader worked perfectly fine on my old amd integrated graphics card. But it dosnt on my rtx 2060 super. Shader and Gl version on old: OpenGL version: 4.5.13399 Compatibility Profile Context 15.200.1062.1004 on new: 4.6.0 NVIDIA 445.87
First of all I dont know what causes this but i think its the model files.
How i solved this was instead of pre processing the Bary centric coords i would calculate them or rather assign them in a geometry shader like so:
vBC = vec3(1, 0, 0);
gl_Position = gl_in[0].gl_Position;
EmitVertex();
vBC = vec3(0, 1, 0);
gl_Position = gl_in[1].gl_Position;
EmitVertex();
vBC = vec3(0, 0, 1);
gl_Position = gl_in[2].gl_Position;
EmitVertex();
and nothing else just pass them onto the fragment shader and it would do the rest:
#version 400
precision mediump float;
layout (location = 0) out vec4 outColor;
in vec3 vBC;
const float lineWidth = 0.5;
const vec3 lineColor = vec3(0.7, 0.7, 0.7);
float edgeFactor() {
vec3 d = fwidth(vBC);
vec3 f = step(d * lineWidth, vBC);
return min(min(f.x, f.y), f.z);
}
void main(){
outColor = vec4(255, 191, 0.0, (1.0-edgeFactor())*0.95);
}
The vertex shader only defines the positions nothing else the most basic.
Here is the full geometry shader if any one needs it:
#version 400
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
out vec3 vBC;
void main()
{
vBC = vec3(1, 0, 0);
gl_Position = gl_in[0].gl_Position;
EmitVertex();
vBC = vec3(0, 1, 0);
gl_Position = gl_in[1].gl_Position;
EmitVertex();
vBC = vec3(0, 0, 1);
gl_Position = gl_in[2].gl_Position;
EmitVertex();
}
Here are some pictures:
As you can see its working with transparency which is done using:
Here is the articles i looked at: https://tchayen.github.io/wireframes-with-barycentric-coordinates/ http://codeflow.org/entries/2012/aug/02/easy-wireframe-display-with-barycentric-coordinates/
And a cool book that helped me a lot: https://people.inf.elte.hu/plisaai/pdf/David%20Wolff%20-%20OpenGL%204.0%20Shading%20Language%20Cookbook%20(2).pdf
Just in case here is the Vertex shader:
#version 400
precision mediump int;
precision mediump float;
layout (location = 0) in vec3 position;
uniform mat4 T_MVP;
void main() {
gl_Position = T_MVP * vec4(position, 1.0);
}