#version 430 core layout (points) in; layout (triangle_strip, max_vertices = 11) out; uniform vec2 lightPos; uniform mat4 perpMat; uniform mat4 worldMat; uniform float facesToDraw; vec2 lightPosa = ( perpMat * vec4(lightPos,0,1) ).xy; vec4 shift (vec4 p) { return vec4 (p.xy + (200 * (p.xy-lightPos)), 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 (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0) { vec4 p3 = vec4 (p1.xy,-0.5,1); vec4 p4 = vec4 (p2.xy,-0.5,1); vec4 p5 = shift(p1); vec4 p6 = shift(p2); vec4 p7 = vec4 (p6.xy,-0.5,1); vec4 p8 = vec4 (p5.xy,-0.5,1); vec4 a1 = perpMat * p1; vec4 a2 = perpMat * p2; vec4 a3 = perpMat * p3; vec4 a4 = perpMat * p4; vec4 a5 = perpMat * p5; vec4 a6 = perpMat * p6; vec4 a7 = perpMat * p7; vec4 a8 = perpMat * p8; // gl_Position = a1; EmitVertex(); // gl_Position = a5; EmitVertex(); // gl_Position = a2; EmitVertex(); // gl_Position = a6; EmitVertex(); gl_Position = a4; EmitVertex(); gl_Position = a3; EmitVertex(); gl_Position = a7; EmitVertex(); gl_Position = a8; EmitVertex(); gl_Position = a5; EmitVertex(); gl_Position = a3; EmitVertex(); gl_Position = a1; EmitVertex(); gl_Position = a4; EmitVertex(); gl_Position = a2; EmitVertex(); gl_Position = a7; EmitVertex(); gl_Position = a6; 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(); //}