How can I convert gl_Position to gl_FragCoord in order to check if the gl_FragCoord is between 2 points?
See what I have done so far below "it glitch, there is a bit of red". I think I am badly converting gl_Position to gl_FragCoord.
Can someone help me with my problem? FYI: I am new with GLSL.
Geometry Shader:
#version 330 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
out vec3 color;
out vec2 v1;
out vec2 v2;
out vec2 v3;
vec2 halfScreenSize;
in DATA
{
vec3 color;
vec2 screenSize;
mat4 projection;
} data_in[];
vec2 ToFragCoord(vec2 position)
{
return position * halfScreenSize;
}
void main()
{
halfScreenSize = vec2(data_in[0].screenSize.x / 2, data_in[0].screenSize.y / 2);
v1 = ToFragCoord((data_in[0].projection * gl_in[0].gl_Position).xy);
v2 = ToFragCoord((data_in[1].projection * gl_in[1].gl_Position).xy);
v3 = ToFragCoord((data_in[2].projection * gl_in[2].gl_Position).xy);
gl_Position = data_in[0].projection * gl_in[0].gl_Position;
color = data_in[0].color;
EmitVertex();
gl_Position = data_in[1].projection * gl_in[1].gl_Position;
color = data_in[1].color;
EmitVertex();
gl_Position = data_in[2].projection * gl_in[2].gl_Position;
color = data_in[2].color;
EmitVertex();
EndPrimitive();
}
Fragment:
#version 330 core
in vec3 color;
in vec2 v1;
in vec2 v2;
in vec2 v3;
bool Check(vec2 a, vec2 b, vec2 c)
{
float len = distance(a,c) + distance(b,c);
if(len <= distance(a,b) + 1.0f
&& len >= distance(a,b) - 1.0f)
{
return true;
}
return false;
}
void main()
{
if(Check(v1, v2, gl_FragCoord.xy)
|| Check(v2, v3, gl_FragCoord.xy))
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
else
{
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
}
The clip space coordinate is a Homogeneous coordinate. You must do a perspective derivation to get a Cartesian normalized device space coordinate.
Normalized device coordinates are in the range [-1.0, 1.0]. The conversion of a normalized device coordinate into the range [0.0, 1.0] is therefore x' = (x + 1) / 2
.
gl_FragCoord
contains window relative x and y coordinate and the depth in the z coordinate. So you have to multiply the x and y component of the coordinate in the range [0.0, 1.0] with the resolution of the window.
vec4 vh1 = data_in[0].projection * gl_in[0].gl_Position;
v1 = (vh1.xy / vh1.w + 1.0) / 2.0 * screenSize.xy;
Note: vh1 = data_in[0].projection * gl_in[0].gl_Position
is only necessary if gl_in[0].gl_Position
is not already transformed with the projection matrix in the vertex shader. If it is already transformed, it is simply vh1 = gl_in[0].gl_position;
.