#version 430 core layout (points) in; layout (triangle_strip, max_vertices = 4) out; in vec4 vColor []; in float vRad []; uniform vec2 winSize; out vec4 gColor; out float gRad; out vec2 cenPosTrans; void main() { vec3 cenPos = gl_in[0].gl_Position.xyz; vec2 cenPosa = cenPos.xy + vec2 (1,1); cenPosTrans = vec2 (cenPosa * winSize * 0.5); gColor = vColor[0]; gRad = vRad[0]; gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1); EmitVertex(); gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1); EmitVertex(); gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1); EmitVertex(); gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1); EmitVertex(); EndPrimitive(); }