Files
loop/shader/lighting/lineShadow.geom
T

33 lines
1.0 KiB
GLSL

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