37 lines
818 B
GLSL
37 lines
818 B
GLSL
#version 450 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 vRad1;
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in vec2 vRad2;
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in float vFactor;
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out vec2 cenPos;
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out vec2 texPos;
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out vec2 texDist;
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out float factor;
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const float root = 1 / sqrt(2) ;
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void main() {
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factor = vFactor[0];
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rad1 = vRad1[0];
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rad2 = vRad2[0];
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cenPos = gl_in[0].gl_Position;
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vec2 g (vec2 p) { return vec2(dot(rad1,p), dot(rad2,p)); }
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texPos = vec2(1,1);
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texDist = g(root,root);
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gl_Position = vec4 (1,1,0,1);
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EmitVertex();
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texPos = vec2(1,0);
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texDist = g(root,-root);
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gl_Position = vec4 (1,-1,0,1);
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EmitVertex();
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texPos = vec2(0,1);
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texDist = g(-root,root);
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gl_Position = vec4 (-1,1,0,1);
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EmitVertex();
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texPos = vec2(0,0);
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texDist = g(-root,-root);
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gl_Position = vec4 (-1,-1,0,1);
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EmitVertex();
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EndPrimitive();
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}
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