Apply deferred shading to walls

This commit is contained in:
2021-09-01 00:51:50 +01:00
parent 1c587d4b9a
commit 4cd8b5aa1c
5 changed files with 22 additions and 19 deletions
+5 -4
View File
@@ -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();
}