#version 430 core layout (triangles) in; layout (triangle_strip, max_vertices = 3) out; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; uniform vec3 lightPos; // this code is duplicated in lineShadow.geom, should not be changed on its own vec4 projNear (vec4 pos) { // note we project to a specific height // this is quite brittle, not ideal vec3 dir = pos.xyz - lightPos ; float a = (140 - pos.z) / dir.z ; vec2 xy = (pos.xyz + a * dir).xy ; return vec4 ( xy, 140 , 1) ; } void main() { vec4 p0 = gl_in[0].gl_Position ; vec4 p1 = gl_in[1].gl_Position ; vec4 p2 = gl_in[2].gl_Position ; if ( //dot( p0.xyz - vec3 (0,0,1), cross( p0.xyz - p1.xyz, p1.xyz - p2.xyz)) < 0 // && ( p0.z - lightPos.z > 0 ) && ( p1.z - lightPos.z > 0 ) && ( p2.z - lightPos.z > 0 ) ) { // front cap vec4 v1 = vec4 (0,0,1,0) ; gl_Position = theMat * projNear(p0); EmitVertex(); gl_Position = theMat * projNear(p1); EmitVertex(); gl_Position = theMat * projNear(p2); EmitVertex(); EndPrimitive(); // if light points downwards onto surface, draw back cap too if (dot ( p0.xyz - lightPos, vec3 ( 0,0,1) ) > 0) { } else {} } else {} }