Commit before fully removing uniforms other than the matrix
This commit is contained in:
@@ -4,31 +4,25 @@ layout (triangle_strip, max_vertices = 4) out;
|
||||
out float lum;
|
||||
out vec2 dField;
|
||||
|
||||
uniform vec2 winSize;
|
||||
uniform float zoom;
|
||||
uniform mat4 worldMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
lum = gl_in[0].gl_Position.w;
|
||||
vec4 cenPos = worldMat * vec4( gl_in[0].gl_Position.xy, 0 , 1);
|
||||
float gRad = gl_in[0].gl_Position.z * zoom * 2;
|
||||
vec4 cenPos = vec4( gl_in[0].gl_Position.xy, 0 , 1);
|
||||
float gRad = gl_in[0].gl_Position.z;
|
||||
|
||||
dField = vec2 ( 1, 1);
|
||||
gl_Position
|
||||
= vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
|
||||
gl_Position = worldMat * vec4 (cenPos.x + gRad, cenPos.y + gRad, -0 , 1);
|
||||
EmitVertex();
|
||||
dField = vec2 (-1, 1);
|
||||
gl_Position
|
||||
= vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
|
||||
gl_Position = worldMat * vec4 (cenPos.x - gRad, cenPos.y + gRad, -0 , 1);
|
||||
EmitVertex();
|
||||
dField = vec2 ( 1,-1);
|
||||
gl_Position
|
||||
= vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
|
||||
gl_Position = worldMat * vec4 (cenPos.x + gRad, cenPos.y - gRad, -0 , 1);
|
||||
EmitVertex();
|
||||
dField = vec2 (-1,-1);
|
||||
gl_Position
|
||||
= vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
|
||||
gl_Position = worldMat * vec4 (cenPos.x - gRad, cenPos.y - gRad, -0 , 1);
|
||||
EmitVertex();
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
Reference in New Issue
Block a user