#version 430 core layout (points) in; layout (triangle_strip, max_vertices = 4) out; out float lum; out vec2 dField; uniform vec2 winSize; uniform float zoom; uniform mat4 worldMat; void main() { lum = gl_in[0].gl_Position.w; vec4 cenPos = worldMat * vec4( gl_in[0].gl_Position.xy, 0 , 1); float gRad = gl_in[0].gl_Position.z * zoom * 2; dField = vec2 ( 1, 1); gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1); EmitVertex(); dField = vec2 (-1, 1); gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1); EmitVertex(); dField = vec2 ( 1,-1); gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1); EmitVertex(); dField = vec2 (-1,-1); gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1); EmitVertex(); EndPrimitive(); }