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  Wireframe shader.  (Read 1137 times)
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Offline lukasz1985

Senior Newbie





« Posted 2013-10-06 18:11:02 »

...
Offline Danny02
« Reply #1 - Posted 2013-10-06 18:43:29 »

what do you want to achieve? you can already switch the rendermode between point, line and fill
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//side: GL_FRONT_AND_BACK, GL_FRONT or GL_BACK
//mode: GL_POINT, GL_LINE or GL_FILL
glPolygonMode(side, mode);
Offline SHC
« Reply #2 - Posted 2013-10-08 01:23:03 »

I don't know GLSL but for I use what Danny02 said.

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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);


EDIT:

Found this shader. Here's the code.

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varying vec3 v0, v1, v2;
varying vec3 normal, vert;

void main(void) {

  vec3 line, vec, proj;
  float dist;

  // compute minimum distance from current interpolated 3d vertex to triangle edges
 // edge v1-v0
 line = normalize(v1 - v0);
  vec = vert - v0;
  proj = dot(vec, line) * line;
  dist = length (vec - proj);

  // edge v2-v0
 line = normalize(v2 - v0);
  proj = dot(vec, line) * line;
  dist = min(dist, length (vec - proj));

  // edge v2-v1
 line = normalize(v2 - v1);
  vec = vert - v1;
  proj = dot(vec, line) * line;
  dist = min(dist, length (vec - proj));

  // maximum perpendicular distance to edges inside the triangle is at the centroid
 vec3 centroid = (v0 + v1 + v2) / 3.0;
  vec = centroid - v1;
  proj = dot(vec, line) * line;
  float max_dist = length(vec - proj);
 
  // normalize min distance
 dist /= max_dist;

  // Gaussian falloff from edge
 dist = exp(-2.0*dist*dist);
 
  // discard interior of triangle
 if (dist < 0.5)
   discard;

  dist  = 1.0 - dist;
  vec4 color = vec4(dist, dist, dist, 1.0);
  color = vec4(0.0, 0.0, 0.0, 1.0);
  //gl_FragColor = color;

  // do some phong shading
 vec3 light_dir = normalize( gl_LightSource[0].position.xyz - vert );
  vec3 eye_dir = normalize( -vert.xyz );
  vec3 ref = normalize( -reflect( light_dir, normal ) );

  vec4 ld = color * abs( dot(normal, light_dir) );
  vec4 ls = color * pow( abs( dot(ref, eye_dir) ), gl_FrontMaterial.shininess );

  gl_FragColor = ld + ls;

}

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