#version 430 core layout (points) in; layout (triangle_strip, max_vertices = 4) out; in vec4 vColor []; in vec4 vparams []; out vec4 gColor; out float gRadIn; out float gRadOut; out vec2 cenPosT; out vec2 angles; uniform vec2 winSize; uniform float zoom; void main() { angles = vparams[0].xy; vec3 cenPos = gl_in[0].gl_Position.xyz; gColor = vColor[0]; float width = vparams[0].w * 0.5; float rad = vparams[0].z; gRadOut = (rad + width) * zoom * 2; gRadIn = (rad - width) * zoom * 2; cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y); gl_Position = vec4 (cenPos.x + gRadOut/winSize.x, cenPos.y + gRadOut/winSize.y, cenPos.z , 1); EmitVertex(); gl_Position = vec4 (cenPos.x - gRadOut/winSize.x, cenPos.y + gRadOut/winSize.y, cenPos.z , 1); EmitVertex(); gl_Position = vec4 (cenPos.x + gRadOut/winSize.x, cenPos.y - gRadOut/winSize.y, cenPos.z , 1); EmitVertex(); gl_Position = vec4 (cenPos.x - gRadOut/winSize.x, cenPos.y - gRadOut/winSize.y, cenPos.z , 1); EmitVertex(); EndPrimitive(); }