Include tick counting code

This commit is contained in:
jgk
2021-02-27 02:09:04 +01:00
parent 4fc6917741
commit 3b4b387943
9 changed files with 64 additions and 116 deletions
-18
View File
@@ -9,24 +9,6 @@ uniform float rotation;
uniform vec2 translation;
uniform mat4 worldMat;
mat4 tranMat = mat4
( 1.0, 0.0, 0.0, 0.0
, 0.0, 1.0, 0.0, 0.0
, 0.0, 0.0, 1.0, 0.0
, -translation.x, -translation.y, 0.0, 1.0
) ;
mat4 rotMat = mat4
( cos(rotation), sin(-rotation), 0.0, 0.0
, sin(rotation), cos(rotation), 0.0, 0.0
, 0.0, 0.0, 1.0, 0.0
, 0.0, 0.0, 0.0, 1.0
) ;
mat4 scalMat = mat4
( 2*zoom/winSize.x, 0.0, 0.0, 0.0
, 0.0, 2*zoom/winSize.y, 0.0, 0.0
, 0.0, 0.0, 1.0, 0.0
, 0.0, 0.0, 0.0, 1.0
) ;
void main()
{
gl_Position = worldMat * vec4(position.xyz,1);
+1
View File
@@ -9,6 +9,7 @@ void main()
float dist = min(1 , 2*distance(pos,cenPosT) / (gParams.x));
//float c = pow(gParams.y*dist,2);
float c = gParams.y * pow(1-dist,2);
//float c = gParams.y;
fColor = vec4( c,c,c ,c );
// fColor = vec4( 1,0,0 , 1);
// fColor = vec4( 1,0,0 , pow(dist,2) );
+7 -19
View File
@@ -2,35 +2,23 @@
layout (points) in;
layout (triangle_strip, max_vertices = 10) out;
in vec4 vBackPoss[];
//in vec4 vBackPoss[];
uniform vec2 lightPos;
void main()
{
vec2 posa = gl_in[0].gl_Position.xy;
vec2 posb = gl_in[0].gl_Position.zw;
vec2 posc = vBackPoss[0].xy;
vec2 posd = vBackPoss[0].zw;
// vec2 posc = vBackPoss[0].xy;
// vec2 posd = vBackPoss[0].zw;
// gl_Position = vec4 (posa, 0 , 1);
// EmitVertex();
// gl_Position = vec4 (posa + (200 * (posa - lightPos)), 0 , 1);
// EmitVertex();
// gl_Position = vec4 (posb, 0 , 1);
// EmitVertex();
// gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
// EmitVertex();
// gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
// EmitVertex();
// gl_Position = vec4 (posd, 0 , 1);
// EmitVertex();
gl_Position = vec4 (posd, 0 , 1);
gl_Position = vec4 (posa, 0 , 1);
EmitVertex();
gl_Position = vec4 (posd + (200 * (posd - lightPos)), 0 , 1);
gl_Position = vec4 (posa + (200 * (posa - lightPos)), 0 , 1);
EmitVertex();
gl_Position = vec4 (posc, 0 , 1);
gl_Position = vec4 (posb, 0 , 1);
EmitVertex();
gl_Position = vec4 (posc + (200 * (posc - lightPos)), 0 , 1);
gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
EmitVertex();
EndPrimitive();
+3 -3
View File
@@ -1,8 +1,8 @@
#version 430 core
layout (location = 0) in vec4 poss;
layout (location = 1) in vec4 backPoss;
//layout (location = 1) in vec4 backPoss;
out vec4 vBackPoss;
//out vec4 vBackPoss;
uniform vec2 winSize;
uniform float zoom;
@@ -13,5 +13,5 @@ uniform mat4 worldMat;
void main()
{
gl_Position = poss;
vBackPoss = backPoss;
// vBackPoss = backPoss;
}