#version 430 core layout (points) in; layout (triangle_strip, max_vertices = 12) out; in vec4 vBackPoss[]; uniform vec2 lightPos; uniform mat4 worldMat; void emitLine (vec2 pa) { gl_Position = vec4 (pa, 0, 1); EmitVertex(); gl_Position = vec4 (pa + (200 * (pa - lightPos)), 0 , 1); EmitVertex(); } float isLHS (vec2 startV, vec2 testV) { return sign( -startV.x * testV.y + startV.y * testV.x); } 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; vec4 backR4 = worldMat * vec4(vBackPoss[0].xy, 0 ,1); vec4 backL4 = worldMat * vec4(vBackPoss[0].zw, 0 ,1); vec2 backL = backL4.xy; vec2 backR = backR4.xy; if (isLHS( lightPos - frontL, frontR - frontL) < 0) // if (isLHS( lightPos - backL, backR - backL) < 0) { emitLine (frontL); emitLine (backL); emitLine (frontL); emitLine (frontR); emitLine (backR); emitLine (frontR); } else { emitLine (backR); emitLine (backL); } EndPrimitive(); }