Files
loop/shader/wall/basic.geom
T
2025-07-30 09:20:41 +01:00

40 lines
1.3 KiB
GLSL

#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
in vec2 vTexAng[];
out float gAng;
out vec2 tPos;
out vec4 gPos;
out vec3 gTexCoords;
// consider using isLHS to check if the wall is facing the center
float isLHS (vec2 startV, vec2 testV)
{ return sign( -startV.x * testV.y + startV.y * testV.x); }
void main()
{ gAng = vTexAng[0].y;
float tcoordz = vTexAng[0].x;
vec2 p1xy = gl_in[0].gl_Position.xy;
vec2 p2xy = gl_in[0].gl_Position.zw;
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
vec4 p3 = vec4 (p1.xy,100,1);
vec4 p4 = vec4 (p2.xy,100,1);
vec2 d = vec2(p1.xy - p2.xy);
float dist = distance(p1xy,p2xy);
float tcoordx = dist / 50;
vec4 norm = vec4( d.y, -d.x, 0, 0);
gPos = p1; tPos = vec2 ( 1,-1) ; gl_Position = vec4(theMat * p1);
gTexCoords = vec3 (0,0,tcoordz);
EmitVertex();
gPos = p3; tPos = vec2 ( 1, 1) ; gl_Position = vec4(theMat * p3);
gTexCoords = vec3 (0,2,tcoordz);
EmitVertex();
gPos = p2; tPos = vec2 (-1,-1) ; gl_Position = vec4(theMat * p2);
gTexCoords = vec3 (tcoordx,0,tcoordz);
EmitVertex();
gPos = p4; tPos = vec2 (-1, 1) ; gl_Position = vec4(theMat * p4);
gTexCoords = vec3 (tcoordx,2,tcoordz);
EmitVertex();
EndPrimitive();
}