#version 450 core layout(points) in; layout(triangle_strip, max_vertices = 18) out; layout(std140, binding = 0) uniform TheMat { mat4 theMat; }; layout(location=0) uniform vec3 lightPos; layout(location=1) uniform float rad; float rad2 = rad; // Preprocessed to include ../functions.glsl float closestPointOnLineParam (vec2 a, vec2 b, vec2 p) { return dot(p - a,b-a) / dot(b-a,b-a); } vec2 closestPointOnSeg (vec2 a,vec2 b, vec2 p) { float x = closestPointOnLineParam(a,b,p); if (x < 0) { return a; } else{ if (x > 1) { return b; } { return a + (x * (b- a));} } } // End include 2023-03-13 15:33:44.438312149 UTC vec2 shift(vec2 p) { return vec2(lightPos.xy + (rad2 * normalize(p - lightPos.xy))); } 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() { vec2 p1 = gl_in[0].gl_Position.xy; vec2 p2 = gl_in[0].gl_Position.zw; vec2 closepoint = closestPointOnSeg(p1,p2,lightPos.xy); if (isLHS(p1 - lightPos.xy, p2 - lightPos.xy) < 0 && distance(closepoint,lightPos.xy) < rad2) { vec2 closeshift = (rad2 * normalize(closepoint - lightPos.xy)) + lightPos.xy - closepoint; vec2 p1cs = p1 + closeshift; vec2 p1o = vec2( distance(p1,lightPos.xy) > rad2 ? p1cs : shift(p1) ); vec2 p2cs = p2 + closeshift; vec2 p2o = vec2( distance(p2,lightPos.xy) > rad2 ? p2cs : shift(p2) ); gl_Position = theMat * vec4(p1o,-500,1); EmitVertex(); gl_Position = theMat * vec4(p1,-500,1); EmitVertex(); gl_Position = theMat * vec4(p1o,100,1); EmitVertex(); gl_Position = theMat * vec4(p1,100,1); EmitVertex(); gl_Position = theMat * vec4(p1cs,100,1); EmitVertex(); gl_Position = theMat * vec4(p2,100,1); EmitVertex(); gl_Position = theMat * vec4(p2cs,100,1); EmitVertex(); gl_Position = theMat * vec4(p2o,100,1); EmitVertex(); EndPrimitive(); // gl_Position = theMat * vec4(p2o,100,1); EmitVertex(); // gl_Position = theMat * vec4(p2,100,1); EmitVertex(); // gl_Position = theMat * vec4(p2o,0,1); EmitVertex(); // gl_Position = theMat * vec4(p2,0,1); EmitVertex(); gl_Position = theMat * vec4(p2,100,1); EmitVertex(); gl_Position = theMat * vec4(p2,-500,1); EmitVertex(); gl_Position = theMat * vec4(p2o,100,1); EmitVertex(); gl_Position = theMat * vec4(p2o,-500,1); EmitVertex(); gl_Position = theMat * vec4(p2cs,100,1); EmitVertex(); gl_Position = theMat * vec4(p2cs,-500,1); EmitVertex(); gl_Position = theMat * vec4(p1cs,100,1); EmitVertex(); gl_Position = theMat * vec4(p1cs,-500,1); EmitVertex(); gl_Position = theMat * vec4(p1o,100,1); EmitVertex(); gl_Position = theMat * vec4(p1o,-500,1); EmitVertex(); EndPrimitive(); } else { } }