Files
loop/shader/dualTwoD/ellipse.geom
T
2023-03-07 22:53:32 +00:00

41 lines
891 B
GLSL

#version 450 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
in vec4 vCol[];
out vec4 gColC; // center color
out vec4 gColE; // edge color
out vec2 gBoundingBox;
out vec3 gPos;
void main()
{
vec4 pat = gl_in[0].gl_Position;
vec4 pbt = gl_in[1].gl_Position;
vec4 pct = gl_in[2].gl_Position;
vec4 pa = theMat * pat;
vec4 pb = theMat * pbt;
vec4 pc = theMat * pct;
gColC = vCol[0];
gColE = vCol[1];
gBoundingBox = vec2 (-1,1);
gl_Position = pb;
gPos = pbt.xyz;
EmitVertex();
gBoundingBox = vec2 (1,1);
gl_Position = pa;
gPos = pat.xyz;
EmitVertex();
gBoundingBox = vec2 (-1,-1);
gl_Position = pc;
gPos = pct.xyz;
EmitVertex();
gBoundingBox = vec2 (1,-1);
gl_Position = pa + pc - pb;
gPos = pat.xyz + pct.xyz - pbt.xyz;
EmitVertex();
EndPrimitive();
}