Files
loop/shader/lighting/cap.geom
T

42 lines
1.3 KiB
GLSL

#version 430 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
uniform vec3 lightPos;
// this code is duplicated in lineShadow.geom, should not be changed on its own
vec4 projNear (vec4 pos)
{
// note we project to a specific height
// this is quite brittle, not ideal
vec3 dir = pos.xyz - lightPos ;
float a = (140 - pos.z) / dir.z ;
vec2 xy = (pos.xyz + a * dir).xy ;
return vec4 ( xy, 140 , 1) ;
}
void main()
{
vec4 p0 = gl_in[0].gl_Position ;
vec4 p1 = gl_in[1].gl_Position ;
vec4 p2 = gl_in[2].gl_Position ;
if ( //dot( p0.xyz - vec3 (0,0,1), cross( p0.xyz - p1.xyz, p1.xyz - p2.xyz)) < 0
// &&
( p0.z - lightPos.z > 0 )
&& ( p1.z - lightPos.z > 0 )
&& ( p2.z - lightPos.z > 0 )
)
{
// front cap
vec4 v1 = vec4 (0,0,1,0) ;
gl_Position = theMat * projNear(p0); EmitVertex();
gl_Position = theMat * projNear(p1); EmitVertex();
gl_Position = theMat * projNear(p2); EmitVertex();
EndPrimitive();
// if light points downwards onto surface, draw back cap too
if (dot ( p0.xyz - lightPos, vec3 ( 0,0,1) ) > 0)
{
}
else {}
}
else {}
}