#version 430 core layout (lines_adjacency) in; layout (triangle_strip, max_vertices = 4) out; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; uniform vec3 lightPos; vec4 shift (vec4 p) { return (vec4 (p.xyz + (100000*(p.xyz-lightPos)), 1));} // copied from lighting/cap.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) ; } vec4 shiftNear (vec4 pos) { vec4 sp = shift(pos); if (sp.z > 140) { return projNear(pos) ; } else { return sp ; } } vec4 f (vec4 p) {return (theMat * p);} void main() { vec4 p0 = gl_in[0].gl_Position; vec4 p1 = gl_in[1].gl_Position; vec3 n0a = gl_in[2].gl_Position.xyz; vec3 n1a = gl_in[3].gl_Position.xyz; vec3 n0 = cross(p1.xyz - p0.xyz, n0a - p0.xyz) ; vec3 n1 = cross(p0.xyz - p1.xyz, n1a - p1.xyz) ; //vec3 n2 = n0 + n1; // assumes the summands are normalized vec3 lightDir = p0.xyz - lightPos.xyz; // first test if the edge is part of the silhouette // that is, if the normals of the faces connected by the edge point in // "different directions" wrt the light direction if ( dot(n0 , lightDir) * dot(n1 , lightDir) < 0 ) { vec4 p2 = shiftNear(p0); vec4 p3 = shiftNear(p1); if ( dot(n0 , lightDir) > 0) { gl_Position = f(p0); EmitVertex(); gl_Position = f(p1); EmitVertex(); gl_Position = f(p2); EmitVertex(); gl_Position = f(p3); EmitVertex(); } else { gl_Position = f(p1); EmitVertex(); gl_Position = f(p0); EmitVertex(); gl_Position = f(p3); EmitVertex(); gl_Position = f(p2); EmitVertex(); } EndPrimitive(); } else { } }