39 lines
934 B
GLSL
39 lines
934 B
GLSL
#version 430 core
|
|
layout (points) in;
|
|
layout (triangle_strip, max_vertices = 4) out;
|
|
in vec4 vParams [];
|
|
in vec2 vWinSize [];
|
|
out vec2 gTexPos;
|
|
|
|
vec2 rotBy( float rot, vec2 v)
|
|
{
|
|
return vec2 ( v.x * cos(rot) - v.y * sin(rot)
|
|
, v.x * sin(rot) + v.y * cos(rot)
|
|
);
|
|
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec2 cPos = vec2(vParams[0].x / 250 , vParams[0].y /250 );
|
|
float zoom = vParams[0].w;
|
|
float rot = 0 - vParams[0].z;
|
|
|
|
float x = vWinSize[0].x / (500*zoom) ;
|
|
float y = vWinSize[0].y / (500*zoom) ;
|
|
gTexPos = cPos + rotBy(-rot , vec2(x,y));
|
|
gl_Position = vec4 (1,1,0.9,1);
|
|
EmitVertex();
|
|
gTexPos = cPos + rotBy(-rot , vec2(x,-y));
|
|
gl_Position = vec4 (1,-1,0.9,1);
|
|
EmitVertex();
|
|
gTexPos = cPos + rotBy(-rot , vec2(-x,y));
|
|
gl_Position = vec4 (-1,1,0.9,1);
|
|
EmitVertex();
|
|
gTexPos = cPos + rotBy(-rot , vec2(-x,-y));
|
|
gl_Position = vec4 (-1,-1,0.9,1);
|
|
EmitVertex();
|
|
|
|
EndPrimitive();
|
|
}
|