#version 430 core layout (points) in; layout (triangle_strip, max_vertices = 4) out; //in vec4 vBackPoss[]; uniform vec2 lightPos; uniform mat4 worldMat; void main() { vec4 posaa = worldMat * vec4(gl_in[0].gl_Position.xy, 0 ,1); vec4 posba = worldMat * vec4(gl_in[0].gl_Position.zw, 0 ,1); vec2 posa = posaa.xy; vec2 posb = posba.xy; // vec2 posc = vBackPoss[0].xy; // vec2 posd = vBackPoss[0].zw; gl_Position = vec4 (posb, 0 , 1); EmitVertex(); gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1); EmitVertex(); gl_Position = vec4 (posa, 0 , 1); EmitVertex(); gl_Position = vec4 (posa + (200 * (posa - lightPos)), 0 , 1); EmitVertex(); EndPrimitive(); }