Files
loop/shader/lighting/wall.geom
T

84 lines
2.5 KiB
GLSL

#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out vec3 dField;
out float lum;
uniform vec2 lightPos;
uniform vec2 radLum;
float isLHS (vec2 startV, vec2 testV)
{
return sign( -startV.x * testV.y + startV.y * testV.x);
}
vec4 shiftCloser (vec4 v)
{ return vec4 (v.xy , v.z-0.0001 , v.w) ; }
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, p2.xy - lightPos) < 0)
{
lum = radLum.y;
float rad = radLum.x;
vec4 p3 = vec4 (p1.xy,-0.2,1);
vec4 p4 = vec4 (p2.xy,-0.2,1);
vec2 d1 = p1.xy - lightPos;
vec2 d2 = p2.xy - lightPos;
vec4 a1 = shiftCloser( theMat * p1 );
vec4 a2 = shiftCloser( theMat * p2 );
vec4 a3 = shiftCloser( theMat * p3 );
vec4 a4 = shiftCloser( theMat * p4 );
dField = vec3( d1.x/rad, d1.y/rad, 0);
gl_Position = a1;
EmitVertex();
dField = vec3( d1.x/rad, d1.y/rad, 0);
gl_Position = a3;
EmitVertex();
dField = vec3( d2.x/rad, d2.y/rad, 0);
gl_Position = a2;
EmitVertex();
dField = vec3( d2.x/rad, d2.y/rad, 0);
gl_Position = a4;
EmitVertex();
EndPrimitive();
} else {}
}
// // void main()
// // {
// // vec4 frontL4 = worldMat * vec4(gl_in[0].gl_Position.xy, 0 ,1);
// // vec4 frontR4 = worldMat * vec4(gl_in[0].gl_Position.zw, 0 ,1);
// // vec2 frontL = frontL4.xy;
// // vec2 frontR = frontR4.xy;
// //
// // emitLine (frontR);
// // emitLine (frontL);
// // EndPrimitive();
// // }
// gl_Position = perspective * worldMat * p4; EmitVertex();
// gl_Position = perspective * worldMat * p3; EmitVertex();
// gl_Position = perspective * worldMat * p7; EmitVertex();
// gl_Position = perspective * worldMat * p8; EmitVertex();
// gl_Position = perspective * worldMat * p5; EmitVertex();
// gl_Position = perspective * worldMat * p3; EmitVertex();
// gl_Position = perspective * worldMat * p1; EmitVertex();
// gl_Position = perspective * worldMat * p4; EmitVertex();
// gl_Position = perspective * worldMat * p2; EmitVertex();
// gl_Position = perspective * worldMat * p7; EmitVertex();
// gl_Position = perspective * worldMat * p6; EmitVertex();
// gl_Position = perspective * worldMat * p5; EmitVertex();
//void emitLine (vec2 pa)
//{
// gl_Position = vec4 (pa, 0, 1);
// EmitVertex();
// gl_Position = shift (vec4 (pa,0,1)); //vec4 (pa + (200 * (pa - lightPosa)), 0 , 1);
// EmitVertex();
//}