55 lines
1.6 KiB
GLSL
55 lines
1.6 KiB
GLSL
#version 450 core
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layout (points) in;
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layout (invocations = 20) in;
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layout (triangle_strip, max_vertices = 8) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std140, binding = 1) uniform LightsBlock
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{
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vec4 posBool[20];
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vec4 colRad[20];
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} ;
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vec3 lightPos = posBool[gl_InvocationID].xyz;
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float theBool = posBool[gl_InvocationID].w;
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vec4 shift (vec4 p)
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{ return vec4 (p.xy + (200 * (p.xy-lightPos.xy)), 0 , 1);
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}
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float isLHS (vec2 startV, vec2 testV)
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{
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return sign( -startV.x * testV.y + startV.y * testV.x);
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}
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// construct a box with openings on bottom face and face away from wall
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void main()
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{
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
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if (theBool==1 && isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
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{
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vec4 p3 = vec4 (p1.xy,100,1);
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vec4 p4 = vec4 (p2.xy,100,1);
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vec4 p5 = shift(p1);
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vec4 p6 = shift(p2);
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vec4 p7 = vec4 (p6.xy,100,1);
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vec4 p8 = vec4 (p5.xy,100,1);
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vec4 a1 = theMat * p1;
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vec4 a2 = theMat * p2;
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vec4 a3 = theMat * p3;
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vec4 a4 = theMat * p4;
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vec4 a5 = theMat * p5;
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vec4 a6 = theMat * p6;
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vec4 a7 = theMat * p7;
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vec4 a8 = theMat * p8;
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gl_Position = a1; gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = a5; gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = a3; gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = a8; gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = a4; gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = a7; gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = a2; gl_Layer = gl_InvocationID; EmitVertex();
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gl_Position = a6; gl_Layer = gl_InvocationID; EmitVertex();
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EndPrimitive();
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} else {}
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}
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