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