#version 430 core layout (points) in; layout (triangle_strip, max_vertices = 4) out; in vec2 vParams []; out float lum; out vec2 cenPosT; out vec2 dField; uniform vec2 winSize; uniform float zoom; void main() { lum = vParams[0].y; vec3 cenPos = gl_in[0].gl_Position.xyz; float gRad = vParams[0].x * zoom * 2; cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y); dField = vec2 ( 1, 1); gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1); EmitVertex(); dField = vec2 (-1, 1); gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1); EmitVertex(); dField = vec2 ( 1,-1); gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1); EmitVertex(); dField = vec2 (-1,-1); gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1); EmitVertex(); EndPrimitive(); }