Apply deferred shading to walls
This commit is contained in:
@@ -5,6 +5,7 @@ layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
|
||||
in vec4 vColor [];
|
||||
out vec4 gColor;
|
||||
out vec2 tPos;
|
||||
out vec4 gPos;
|
||||
// consider using isLHS to check if the wall is facing the center
|
||||
float isLHS (vec2 startV, vec2 testV)
|
||||
{ return sign( -startV.x * testV.y + startV.y * testV.x); }
|
||||
@@ -18,9 +19,9 @@ void main()
|
||||
vec4 a2 = theMat * p2;
|
||||
vec4 a3 = theMat * p3;
|
||||
vec4 a4 = theMat * p4;
|
||||
tPos = vec2 ( 1,-1) ; gl_Position = a1; EmitVertex();
|
||||
tPos = vec2 ( 1, 1) ; gl_Position = a3; EmitVertex();
|
||||
tPos = vec2 (-1,-1) ; gl_Position = a2; EmitVertex();
|
||||
tPos = vec2 (-1, 1) ; gl_Position = a4; EmitVertex();
|
||||
gPos = p1; tPos = vec2 ( 1,-1) ; gl_Position = a1; EmitVertex();
|
||||
gPos = p3; tPos = vec2 ( 1, 1) ; gl_Position = a3; EmitVertex();
|
||||
gPos = p2; tPos = vec2 (-1,-1) ; gl_Position = a2; EmitVertex();
|
||||
gPos = p4; tPos = vec2 (-1, 1) ; gl_Position = a4; EmitVertex();
|
||||
EndPrimitive();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user