28 lines
802 B
GLSL
28 lines
802 B
GLSL
#version 430 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out float lum;
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out vec2 dField;
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void main()
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{
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lum = gl_in[0].gl_Position.w;
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vec4 cenPos = vec4( gl_in[0].gl_Position.xy, 0 , 1);
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float gRad = gl_in[0].gl_Position.z;
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dField = vec2 ( 1, 1);
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gl_Position = theMat * vec4 (cenPos.x + gRad, cenPos.y + gRad, -0 , 1);
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EmitVertex();
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dField = vec2 (-1, 1);
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gl_Position = theMat * vec4 (cenPos.x - gRad, cenPos.y + gRad, -0 , 1);
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EmitVertex();
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dField = vec2 ( 1,-1);
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gl_Position = theMat * vec4 (cenPos.x + gRad, cenPos.y - gRad, -0 , 1);
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EmitVertex();
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dField = vec2 (-1,-1);
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gl_Position = theMat * vec4 (cenPos.x - gRad, cenPos.y - gRad, -0 , 1);
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EmitVertex();
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EndPrimitive();
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}
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