Make light position uniform 3d

This commit is contained in:
2021-06-25 01:19:20 +02:00
parent b451953b99
commit b6feccd934
10 changed files with 40 additions and 71 deletions
+3 -4
View File
@@ -2,11 +2,10 @@
layout (points) in;
layout (triangle_strip, max_vertices = 11) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
uniform vec2 lightPos;
vec2 lightPosa = ( theMat * vec4(lightPos,0.1,1) ).xy;
uniform vec3 lightPos;
vec4 shift (vec4 p)
{ return vec4 (p.xy + (200 * (p.xy-lightPos)), 0.1 , 1);
{ return vec4 (p.xy + (200 * (p.xy-lightPos.xy)), 0.1 , 1);
}
float isLHS (vec2 startV, vec2 testV)
{
@@ -17,7 +16,7 @@ void main()
{
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0.1,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0.1,1);
if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
{
vec4 p3 = vec4 (p1.xy,-0.5,1);
vec4 p4 = vec4 (p2.xy,-0.5,1);