#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); } // 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 {} }