#version 450 core layout (points) in; layout (triangle_strip, max_vertices = 4) out; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; in vec4 vColor []; out vec4 gColor; out vec4 gPos; // consider using isLHS to check if the wall is facing the center // this needs the view from point float isLHS (vec2 startV, vec2 testV) { return sign( -startV.x * testV.y + startV.y * testV.x); } void main() { gColor = vColor[0]; vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1); vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1); vec4 a1 = theMat * p1; vec4 a2 = theMat * p2; // if (0 > isLHS (a1.xy - a2.xy, a1.xy - "viewFromPoint")) { vec4 p3 = vec4 (p1.xy,5000,1); //note the random z value, used for GL_DEPTH_CLAMP vec4 p4 = vec4 (p2.xy,5000,1); vec4 a3 = theMat * p3; vec4 a4 = theMat * p4; gPos = p1;gl_Position = a1; EmitVertex(); gPos = p3;gl_Position = a3; EmitVertex(); gPos = p2;gl_Position = a2; EmitVertex(); gPos = p4;gl_Position = a4; EmitVertex(); EndPrimitive(); // } }