#version 430 core layout (points) in; layout (triangle_strip, max_vertices = 8) out; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; uniform vec3 lightPos; vec4 shift (vec4 p) { return vec4 (p.xy + (200 * (p.xy-lightPos.xy)), 0 , 1); } float isLHS (vec2 startV, vec2 testV) { return sign( -startV.x * testV.y + startV.y * testV.x); } // construct a box with openings on bottom face and face away from wall 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) { vec4 p3 = vec4 (p1.xy,100,1); vec4 p4 = vec4 (p2.xy,100,1); vec4 p5 = shift(p1); vec4 p6 = shift(p2); vec4 p7 = vec4 (p6.xy,100,1); vec4 p8 = vec4 (p5.xy,100,1); vec4 a1 = theMat * p1; vec4 a2 = theMat * p2; vec4 a3 = theMat * p3; vec4 a4 = theMat * p4; vec4 a5 = theMat * p5; vec4 a6 = theMat * p6; vec4 a7 = theMat * p7; vec4 a8 = theMat * p8; //gl_Position = a4; EmitVertex(); //gl_Position = a3; EmitVertex(); //gl_Position = a7; EmitVertex(); //gl_Position = a8; EmitVertex(); //gl_Position = a5; EmitVertex(); //gl_Position = a3; EmitVertex(); //gl_Position = a1; EmitVertex(); //gl_Position = a4; EmitVertex(); //gl_Position = a2; EmitVertex(); //gl_Position = a7; EmitVertex(); //gl_Position = a6; EmitVertex(); gl_Position = a1; EmitVertex(); gl_Position = a5; EmitVertex(); gl_Position = a3; EmitVertex(); gl_Position = a8; EmitVertex(); gl_Position = a4; EmitVertex(); gl_Position = a7; EmitVertex(); gl_Position = a2; EmitVertex(); gl_Position = a6; EmitVertex(); //gl_Position = a5; EmitVertex(); //gl_Position = a1; EmitVertex(); //gl_Position = a8; EmitVertex(); //gl_Position = a3; EmitVertex(); //gl_Position = a7; EmitVertex(); //gl_Position = a4; EmitVertex(); //gl_Position = a6; EmitVertex(); //gl_Position = a2; EmitVertex(); EndPrimitive(); } else {} }