forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			125 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			125 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
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https://developer.oculus.com/licenses/oculussdk/
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Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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ANY KIND, either express or implied. See the License for the specific language governing
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permissions and limitations under the License.
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************************************************************************************/
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Shader "Custom/PolylineUnlit" {
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    Properties { }
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    SubShader
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    {
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        Tags { "Queue"="Geometry" }
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        Pass
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        {
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            CGPROGRAM
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            #pragma vertex vert
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            #pragma fragment frag
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            #pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight
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            #pragma target 5.0
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            #include "UnityCG.cginc"
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            #include "./CubePointToSegment.cginc"
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            #include "../ThirdParty/Shaders/CapsuleRayIntersect.cginc"
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            #if SHADER_TARGET >= 45
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            StructuredBuffer<float4> _PositionBuffer;
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            StructuredBuffer<float4> _ColorBuffer;
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            #endif
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            struct appdata_full_instance : appdata_full
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            {
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                UNITY_VERTEX_INPUT_INSTANCE_ID
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            };
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            struct v2f {
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                float4 pos : SV_POSITION;
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                sample float3 worldPos : TEXCOORD0;
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                float4 p0 : TEXCOORD1;
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                float4 p1 : TEXCOORD2;
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                float4 col0 : TEXCOORD3;
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                float4 col1 : TEXCOORD4;
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                UNITY_VERTEX_OUTPUT_STEREO
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            };
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            float _Scale;
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            float4x4 _LocalToWorld;
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            v2f vert(appdata_full_instance v, uint instanceID : SV_InstanceID)
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            {
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                v2f o;
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                UNITY_SETUP_INSTANCE_ID(v);
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                UNITY_INITIALIZE_OUTPUT(v2f, o);
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                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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                #if SHADER_TARGET >= 45
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                    float4 p0 = _PositionBuffer[instanceID * 2];
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                    float4 p1 = _PositionBuffer[instanceID * 2 + 1];
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                    float4 col0 = _ColorBuffer[instanceID * 2];
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                    float4 col1 = _ColorBuffer[instanceID * 2 + 1];
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                #else
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                    float4 p0 = 0;
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                    float4 p1 = 0;
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                    float4 col0 = 0;
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                    float4 col1 = 0;
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                #endif
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                float3 localPos = orientCubePointToSegmentWithWidth(v.vertex.xyz, p0.xyz, p1.xyz, p0.w, p0.w);
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                float3 worldPos = mul(_LocalToWorld, float4(localPos, 1.0)).xyz;
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                // Apply VP matrix to model
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                o.pos = mul(UNITY_MATRIX_VP, float4(worldPos, 1.0));
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                o.worldPos = worldPos;
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                o.p0 = float4(mul(_LocalToWorld, float4(p0.xyz, 1.0)).xyz, p0.w);
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                o.p1 = float4(mul(_LocalToWorld, float4(p1.xyz, 1.0)).xyz, p1.w);
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                o.col0 = col0;
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                o.col1 = col1;
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                return o;
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            }
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            fixed4 frag (v2f i, out float out_depth : SV_Depth) : SV_Target
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            {
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                UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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                float3 rayDir = normalize(i.worldPos - _WorldSpaceCameraPos.xyz);
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                float dist = capIntersect(_WorldSpaceCameraPos.xyz, rayDir, i.p0, i.p1,
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                                        i.p0.w/2.0f * _Scale); // hardcoded sphere at 0,0,0 radius .5
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                clip(dist);
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                // calculate world space hit position
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                float3 hitPos = _WorldSpaceCameraPos.xyz + rayDir * dist;
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                // set output depth
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                float4 clipPos = UnityWorldToClipPos(hitPos);
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                out_depth =  clipPos.z / clipPos.w;
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                #if !defined(UNITY_REVERSED_Z)
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                out_depth = out_depth * 0.5 + 0.5;
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                #endif
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                float3 vec = i.p1.xyz - i.p0.xyz;
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                float dotvecvec = dot(vec, vec);
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                float t = 0.0f;
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                if(abs(dotvecvec) > 0.0f)
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                {
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                    float3 toHit = hitPos - i.p0.xyz;
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                    t = dot(toHit, vec)/dotvecvec;
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                }
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                return float4(lerp(i.col0, i.col1, t).rgb, 1.0f);
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            }
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            ENDCG
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        }
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    }
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}
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