33 lines
1.0 KiB
GLSL
33 lines
1.0 KiB
GLSL
#version 430 core
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layout (lines_adjacency) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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vec4 shift (vec4 p) { return (vec4 (p.xyz + (2000*(p.xyz-lightPos)), 1));}
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vec4 f (vec4 p) {return (theMat * p);}
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void main()
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{
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vec4 p0 = gl_in[0].gl_Position;
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vec3 n0 = gl_in[2].gl_Position.xyz;
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vec3 n1 = gl_in[3].gl_Position.xyz;
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vec3 lightDir = p0.xyz - lightPos.xyz;
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if ( dot(n0 , lightDir) * dot(n1 , lightDir) < 0 );
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{
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gl_Position = f(p0); EmitVertex();
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vec4 p1 = gl_in[1].gl_Position;
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gl_Position = f(p1); EmitVertex();
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vec4 p2 = shift(p0);
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gl_Position = f(p2); EmitVertex();
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vec4 p3 = shift(p1);
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gl_Position = f(p3); EmitVertex();
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EndPrimitive();
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}
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{
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}
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//gl_Position = vec4 (0,0,-0.5,1); EmitVertex();
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//gl_Position = vec4 (1,0,-0.5,1); EmitVertex();
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//gl_Position = vec4 (1,1,1,1); EmitVertex();
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//gl_Position = vec4 (0,1,1,1); EmitVertex();
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//EndPrimitive();
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}
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