#version 450 core layout(points) in; layout(invocations = 20) in; layout(triangle_strip, max_vertices = 8) out; layout(std140, binding = 0) uniform TheMat { mat4 theMat; }; layout(std140, binding = 1) uniform LightsBlock { vec4 posBool[20]; vec4 colRad[20]; }; vec3 lightPos = posBool[gl_InvocationID].xyz; float theBool = posBool[gl_InvocationID].w; vec4 shift(vec4 p) { return vec4(p.xy + (200 * (p.xy - lightPos.xy)), 0, 1); } float isLHS(vec2 startV, vec2 testV) { return sign(-startV.x * testV.y + startV.y * testV.x); } // Preprocessed to include ../functions.glsl float closestPointOnLineParam (vec2 a, vec2 b, vec2 p) { return dot(p - a,b-a) / dot(b-a,b-a); } vec2 closestPointOnSeg (vec2 a,vec2 b, vec2 p) { float x = closestPointOnLineParam(a,b,p); if (x < 0) { return a; } else{ if (x > 1) { return b; } { return a + (x * (b- a));} } } // End include 2023-03-13 15:33:44.454374887 UTC // construct a box with openings on bottom face and face away from wall void main() { vec4 p1 = vec4(gl_in[0].gl_Position.xy, 0, 1); vec4 p2 = vec4(gl_in[0].gl_Position.zw, 0, 1); if (theBool == 1 && isLHS(p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0) { vec4 p3 = vec4(p1.xy, 100, 1); vec4 p4 = vec4(p2.xy, 100, 1); vec4 p5 = shift(p1); vec4 p6 = shift(p2); vec4 p7 = vec4(p6.xy, 100, 1); vec4 p8 = vec4(p5.xy, 100, 1); vec4 a1 = theMat * p1; vec4 a2 = theMat * p2; vec4 a3 = theMat * p3; vec4 a4 = theMat * p4; vec4 a5 = theMat * p5; vec4 a6 = theMat * p6; vec4 a7 = theMat * p7; vec4 a8 = theMat * p8; gl_Position = a1; gl_Layer = gl_InvocationID; EmitVertex(); gl_Position = a5; gl_Layer = gl_InvocationID; EmitVertex(); gl_Position = a3; gl_Layer = gl_InvocationID; EmitVertex(); gl_Position = a8; gl_Layer = gl_InvocationID; EmitVertex(); gl_Position = a4; gl_Layer = gl_InvocationID; EmitVertex(); gl_Position = a7; gl_Layer = gl_InvocationID; EmitVertex(); gl_Position = a2; gl_Layer = gl_InvocationID; EmitVertex(); gl_Position = a6; gl_Layer = gl_InvocationID; EmitVertex(); EndPrimitive(); } else { } }