Files
loop/shader/bezierQuad.geom
T

32 lines
717 B
GLSL

#version 430 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
in vec4 vColor[];
out vec4 gColor;
out vec3 gBoundingBox;
void main()
{
vec3 pa = gl_in[0].gl_Position.xyz;
vec3 pb = gl_in[1].gl_Position.xyz;
vec3 pc = gl_in[2].gl_Position.xyz;
// vec3 pa = vec3(paa.xy + 0.1 * (paa.xy - pca.xy), paa.z);
// vec3 pc = vec3(pca.xy + 0.1 * (pca.xy - paa.xy), pca.z);
gBoundingBox = vec3 (1,0,1);
gColor = vColor[0];
gl_Position = vec4 (pa, 1);
EmitVertex();
gBoundingBox = vec3 (0,0,0);
gColor = vColor[1];
gl_Position = vec4 (pb, 1);
EmitVertex();
gBoundingBox = vec3 (0,1,1);
gColor = vColor[2];
gl_Position = vec4 (pc, 1);
EmitVertex();
EndPrimitive();
}