#version 430 core layout (points) in; layout (triangle_strip, max_vertices = 4) out; out vec3 dField; out float lum; uniform vec2 lightPos; uniform mat4 perpMat; uniform vec2 radLum; float isLHS (vec2 startV, vec2 testV) { return sign( -startV.x * testV.y + startV.y * testV.x); } vec4 shiftCloser (vec4 v) { return vec4 (v.xy , v.z-0.0001 , v.w) ; } 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 (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0) { lum = radLum.y; float rad = radLum.x; vec4 p3 = vec4 (p1.xy,-0.5,1); vec4 p4 = vec4 (p2.xy,-0.5,1); vec2 d1 = p1.xy - lightPos; vec2 d2 = p2.xy - lightPos; vec4 a1 = shiftCloser( perpMat * p1 ); vec4 a2 = shiftCloser( perpMat * p2 ); vec4 a3 = shiftCloser( perpMat * p3 ); vec4 a4 = shiftCloser( perpMat * p4 ); dField = vec3( d1.x/rad, d1.y/rad, 0); gl_Position = a1; EmitVertex(); dField = vec3( d1.x/rad, d1.y/rad, 1); gl_Position = a3; EmitVertex(); dField = vec3( d2.x/rad, d2.y/rad, 0); gl_Position = a2; EmitVertex(); dField = vec3( d2.x/rad, d2.y/rad, 1); gl_Position = a4; EmitVertex(); EndPrimitive(); } else {} } // // 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; // // // // emitLine (frontR); // // emitLine (frontL); // // EndPrimitive(); // // } // gl_Position = perspective * worldMat * p4; EmitVertex(); // gl_Position = perspective * worldMat * p3; EmitVertex(); // gl_Position = perspective * worldMat * p7; EmitVertex(); // gl_Position = perspective * worldMat * p8; EmitVertex(); // gl_Position = perspective * worldMat * p5; EmitVertex(); // gl_Position = perspective * worldMat * p3; EmitVertex(); // gl_Position = perspective * worldMat * p1; EmitVertex(); // gl_Position = perspective * worldMat * p4; EmitVertex(); // gl_Position = perspective * worldMat * p2; EmitVertex(); // gl_Position = perspective * worldMat * p7; EmitVertex(); // gl_Position = perspective * worldMat * p6; EmitVertex(); // gl_Position = perspective * worldMat * p5; EmitVertex(); //void emitLine (vec2 pa) //{ // gl_Position = vec4 (pa, 0, 1); // EmitVertex(); // gl_Position = shift (vec4 (pa,0,1)); //vec4 (pa + (200 * (pa - lightPosa)), 0 , 1); // EmitVertex(); //}