#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 vec4 lumRad; out vec3 dField; out vec3 lum; float isLHS (vec2 startV, vec2 testV) { return sign( -startV.x * testV.y + startV.y * testV.x); } void main() { vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1); vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1); if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0) { lum = lumRad.rgb; float rad = lumRad.a; vec4 p3 = vec4 (p1.xy,100,1); vec4 p4 = vec4 (p2.xy,100,1); vec2 d1 = p1.xy - lightPos.xy; vec2 d2 = p2.xy - lightPos.xy; vec4 a1 = theMat * p1; vec4 a2 = theMat * p2; vec4 a3 = theMat * p3; vec4 a4 = theMat * p4; dField = (p1.xyz - lightPos) / rad; gl_Position = a1; EmitVertex(); dField = (p3.xyz - lightPos) / rad; gl_Position = a3; EmitVertex(); dField = (p2.xyz - lightPos) / rad; gl_Position = a2; EmitVertex(); dField = (p4.xyz - lightPos) / rad; gl_Position = a4; EmitVertex(); EndPrimitive(); } else {} }