#version 450 core layout (lines) in; layout (triangle_strip, max_vertices = 14) out; in vec4 vBackPoss[]; uniform vec2 lightPos; uniform mat4 worldMat; void emitLine (vec2 pa) { gl_Position = vec4 (pa, 0, 1); EmitVertex(); gl_Position = vec4 (pa + (200 * (pa - lightPos)), 0 , 1); EmitVertex(); } float isLHS (vec2 startV, vec2 testV) { return sign( -startV.x * testV.y + startV.y * testV.x); } void main() { vec4 frontL4 = worldMat * vec4(gl_in[0].gl_Position.xy, 0 ,1); vec4 frontR4 = worldMat * vec4(gl_in[0].gl_Position.zw, 0 ,1); vec2 frontL = frontL4.xy; vec2 frontR = frontR4.xy; vec4 backR4 = worldMat * vec4(vBackPoss[0].xy, 0 ,1); vec4 backL4 = worldMat * vec4(vBackPoss[0].zw, 0 ,1); vec2 backL = backL4.xy; vec2 backR = backR4.xy; // if (isLHS( lightPos - frontL, frontR - frontL) < 0) // // if (isLHS( lightPos - backL, backR - backL) < 0) // { // // emitLine (frontL); // // emitLine (backL); // // emitLine (frontL); // // emitLine (frontR); // // emitLine (backR); // // emitLine (frontR); // // emitLine (backR); // emitLine (backL); // } // else // { // emitLine (backR); // emitLine (backL); // } emitLine (frontR); emitLine (frontL); EndPrimitive(); }