Files
loop/shader/fadeCircle.geom
T

40 lines
1.1 KiB
GLSL

#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec2 vParams [];
out vec2 gParams;
out vec2 cenPosT;
uniform vec2 winSize;
uniform float zoom;
void main()
{
vec3 cenPos = gl_in[0].gl_Position.xyz;
//cenPos = vec3 (0.5,0,0);
gParams = vec2( vParams[0].x * zoom * 2, vParams[0].y);
float gRad = gParams.x;
cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, 0.9 , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, 0.9 , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, 0.9 , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, 0.9 , 1);
EmitVertex();
// gl_Position = vec4 (0.5,0.5,0 , 1);
// EmitVertex();
// gl_Position = vec4 (0,0.5,0 , 1);
// EmitVertex();
// gl_Position = vec4 (0.5,0,0 , 1);
// EmitVertex();
// gl_Position = vec4 (0,0,0 , 1);
// EmitVertex();
EndPrimitive();
}