#version 430 core layout (points) in; layout (triangle_strip, max_vertices = 4) out; in vec4 vColor []; in float vRad []; out vec4 gColor; out float gRad; out vec2 cenPosT; uniform vec2 winSize; uniform float zoom; void main() { vec3 cenPos = gl_in[0].gl_Position.xyz; //cenPos = vec3 (0.5,0,0); gColor = vColor[0]; gRad = vRad[0] * zoom * 2; // gRad = 0.2; cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y); gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1); EmitVertex(); gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1); EmitVertex(); gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1); EmitVertex(); gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1); EmitVertex(); EndPrimitive(); }