First implementation of quadratic bezier curve shader

This commit is contained in:
2021-03-12 15:25:07 +01:00
parent 6f1f817ed3
commit 0489a092bc
21 changed files with 372 additions and 37 deletions
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#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vColor [];
in float vRad [];
uniform vec2 winSize;
out vec4 gColor;
out float gRad;
out vec2 cenPosTrans;
void main()
{
vec3 cenPos = gl_in[0].gl_Position.xyz;
vec2 cenPosa = cenPos.xy + vec2 (1,1);
cenPosTrans = vec2 (cenPosa * winSize * 0.5);
gColor = vColor[0];
gRad = vRad[0];
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
EmitVertex();
EndPrimitive();
}