Files
loop/shader/lighting/wall.geom
T

33 lines
1.0 KiB
GLSL

#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
uniform vec3 lightPos;
uniform vec2 radLum;
out vec3 dField;
out float lum;
float isLHS (vec2 startV, vec2 testV)
{ return sign( -startV.x * testV.y + startV.y * testV.x); }
void main()
{
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
{ lum = radLum.y;
float rad = radLum.x;
vec4 p3 = vec4 (p1.xy,100,1);
vec4 p4 = vec4 (p2.xy,100,1);
vec2 d1 = p1.xy - lightPos.xy;
vec2 d2 = p2.xy - lightPos.xy;
vec4 a1 = theMat * p1;
vec4 a2 = theMat * p2;
vec4 a3 = theMat * p3;
vec4 a4 = theMat * p4;
dField = (p1.xyz - lightPos) / rad; gl_Position = a1; EmitVertex();
dField = (p3.xyz - lightPos) / rad; gl_Position = a3; EmitVertex();
dField = (p2.xyz - lightPos) / rad; gl_Position = a2; EmitVertex();
dField = (p4.xyz - lightPos) / rad; gl_Position = a4; EmitVertex();
EndPrimitive();
} else {}
}