45 lines
1.4 KiB
GLSL
45 lines
1.4 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 vec4 gNorm;
|
|
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);
|
|
gNorm = gPos - norm;
|
|
gTexCoords = vec3 (0,0,tcoordz);
|
|
EmitVertex();
|
|
gPos = p3; tPos = vec2 ( 1, 1) ; gl_Position = vec4(theMat * p3);
|
|
gNorm = gPos - norm;
|
|
gTexCoords = vec3 (0,2,tcoordz);
|
|
EmitVertex();
|
|
gPos = p2; tPos = vec2 (-1,-1) ; gl_Position = vec4(theMat * p2);
|
|
gNorm = gPos - norm;
|
|
gTexCoords = vec3 (tcoordx,0,tcoordz);
|
|
EmitVertex();
|
|
gPos = p4; tPos = vec2 (-1, 1) ; gl_Position = vec4(theMat * p4);
|
|
gNorm = gPos - norm;
|
|
gTexCoords = vec3 (tcoordx,2,tcoordz);
|
|
EmitVertex();
|
|
EndPrimitive();
|
|
}
|