#version 430 core layout (points) in; layout (triangle_strip, max_vertices = 4) out; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; uniform vec3 lightPos; uniform vec2 radLum; out vec3 dField; out float lum; float isLHS (vec2 startV, vec2 testV) { return sign( -startV.x * testV.y + startV.y * testV.x); } vec4 shiftCloser (vec4 v) { return vec4 (v.xy , v.z-0.0001 , v.w) ; } void main() { vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0.1,1); vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0.1,1); if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0) { lum = radLum.y; float rad = radLum.x; vec4 p3 = vec4 (p1.xy,-0.3,1); vec4 p4 = vec4 (p2.xy,-0.3,1); vec2 d1 = p1.xy - lightPos.xy; vec2 d2 = p2.xy - lightPos.xy; vec4 a1 = shiftCloser( theMat * p1 ); vec4 a2 = shiftCloser( theMat * p2 ); vec4 a3 = shiftCloser( theMat * p3 ); vec4 a4 = shiftCloser( theMat * p4 ); dField = vec3( d1.x/rad, d1.y/rad, 100.0/rad); gl_Position = a1; EmitVertex(); dField = vec3( d1.x/rad, d1.y/rad, -300.0/rad); gl_Position = a3; EmitVertex(); dField = vec3( d2.x/rad, d2.y/rad, 100.0/rad); gl_Position = a2; EmitVertex(); dField = vec3( d2.x/rad, d2.y/rad, -300.0/rad); gl_Position = a4; EmitVertex(); EndPrimitive(); } else {} }