Add MatrixHelper folder

This commit is contained in:
2021-03-19 21:54:34 +01:00
parent bd7a5c3533
commit 598061d277
3 changed files with 81 additions and 34 deletions
+31 -27
View File
@@ -1,6 +1,6 @@
#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 12) out;
layout (triangle_strip, max_vertices = 11) out;
uniform vec2 lightPos;
uniform mat4 perpMat;
@@ -15,20 +15,6 @@ float isLHS (vec2 startV, vec2 testV)
{
return sign( -startV.x * testV.y + startV.y * testV.x);
}
void emitLine (vec2 pa)
{
gl_Position = vec4 (pa, 0, 1);
EmitVertex();
gl_Position = shift (vec4 (pa,0,1)); //vec4 (pa + (200 * (pa - lightPosa)), 0 , 1);
EmitVertex();
}
mat4 perspective =
mat4 (1,0,0,0
,0,1,0,0
,0,0,1,1
,0,0,0,1
) ;
// construct a box with opening on bottom face
void main()
@@ -43,18 +29,28 @@ vec4 p5 = shift(p1);
vec4 p6 = shift(p2);
vec4 p7 = vec4 (p6.xy,-0.5,1);
vec4 p8 = vec4 (p5.xy,-0.5,1);
gl_Position = perpMat * p4; EmitVertex();
gl_Position = perpMat * p3; EmitVertex();
gl_Position = perpMat * p7; EmitVertex();
gl_Position = perpMat * p8; EmitVertex();
gl_Position = perpMat * p5; EmitVertex();
gl_Position = perpMat * p3; EmitVertex();
gl_Position = perpMat * p1; EmitVertex();
gl_Position = perpMat * p4; EmitVertex();
gl_Position = perpMat * p2; EmitVertex();
gl_Position = perpMat * p7; EmitVertex();
gl_Position = perpMat * p6; EmitVertex();
gl_Position = perpMat * p5; EmitVertex();
vec4 a1 = perpMat * p1;
vec4 a2 = perpMat * p2;
vec4 a3 = perpMat * p3;
vec4 a4 = perpMat * p4;
vec4 a5 = perpMat * p5;
vec4 a6 = perpMat * p6;
vec4 a7 = perpMat * p7;
vec4 a8 = perpMat * p8;
gl_Position = a4; EmitVertex();
gl_Position = a3; EmitVertex();
gl_Position = a7; EmitVertex();
gl_Position = a8; EmitVertex();
gl_Position = a5; EmitVertex();
gl_Position = a3; EmitVertex();
gl_Position = a1; EmitVertex();
gl_Position = a4; EmitVertex();
gl_Position = a2; EmitVertex();
gl_Position = a7; EmitVertex();
gl_Position = a6; EmitVertex();
// gl_Position = a5; EmitVertex();
EndPrimitive();
} else {}
}
@@ -82,3 +78,11 @@ vec4 p8 = vec4 (p5.xy,-0.5,1);
// gl_Position = perspective * worldMat * p7; EmitVertex();
// gl_Position = perspective * worldMat * p6; EmitVertex();
// gl_Position = perspective * worldMat * p5; EmitVertex();
//void emitLine (vec2 pa)
//{
// gl_Position = vec4 (pa, 0, 1);
// EmitVertex();
// gl_Position = shift (vec4 (pa,0,1)); //vec4 (pa + (200 * (pa - lightPosa)), 0 , 1);
// EmitVertex();
//}