Add shader files

This commit is contained in:
2025-11-02 22:06:59 +00:00
parent 2f0487a424
commit cf6cd3cd83
5 changed files with 75 additions and 0 deletions
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#version 450 core
layout(points) in;
layout(triangle_strip, max_vertices = 4) out;
layout(std140, binding = 0) uniform TheMat { mat4 theMat; };
void main() {
vec2 p1 = gl_in[0].gl_Position.xy;
vec2 p2 = gl_in[0].gl_Position.zw;
gl_Position = theMat * vec4(p1,100,1); EmitVertex();
gl_Position = theMat * vec4(p1,5000,1); EmitVertex();
gl_Position = theMat * vec4(p2,100,1); EmitVertex();
gl_Position = theMat * vec4(p2,5000,1); EmitVertex();
EndPrimitive();
}
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#version 450 core
layout (location = 0) in vec4 poss;
void main()
{
gl_Position = poss;
}
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#version 450 core
layout (location=0) out vec4 fCol;
layout (location=1) out vec4 fPos;
layout (location=2) out vec4 fNorm;
in vec4 gColor;
in vec4 gPos;
void main()
{
fCol = gColor;
//fPos = gPos;// + vec4(0,0,50,0);
//fNorm = vec4 (0,0,10,10);
fPos = vec4(0,0,50,1);
fNorm = vec4 (0,0,10,10);
}
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#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
in vec4 vColor [];
out vec4 gColor;
out vec4 gPos;
// consider using isLHS to check if the wall is facing the center
// this needs the view from point
float isLHS (vec2 startV, vec2 testV)
{
return sign( -startV.x * testV.y + startV.y * testV.x);
}
void main()
{
gColor = vColor[0];
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
vec4 a1 = theMat * p1;
vec4 a2 = theMat * p2;
// if (0 > isLHS (a1.xy - a2.xy, a1.xy - "viewFromPoint")) {
vec4 p3 = vec4 (p1.xy,5000,1); //note the random z value, used for GL_DEPTH_CLAMP
vec4 p4 = vec4 (p2.xy,5000,1);
vec4 a3 = theMat * p3;
vec4 a4 = theMat * p4;
gPos = p1;gl_Position = a1; EmitVertex();
gPos = p3;gl_Position = a3; EmitVertex();
gPos = p2;gl_Position = a2; EmitVertex();
gPos = p4;gl_Position = a4; EmitVertex();
EndPrimitive();
// }
}
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#version 450 core
layout (location = 0) in vec4 poss;
layout (location = 1) in vec4 color;
out vec4 vColor;
void main()
{
gl_Position = poss;
vColor = color;
}