Files
loop/shader/ellipse.geom
T
2021-03-10 03:59:38 +01:00

35 lines
748 B
GLSL

#version 430 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vCol[];
out vec4 gColor;
out vec2 gBoundingBox;
uniform vec2 winSize;
uniform float zoom;
void main()
{
vec3 pa = gl_in[0].gl_Position.xyz;
vec3 pb = gl_in[1].gl_Position.xyz;
vec3 pc = gl_in[2].gl_Position.xyz;
gColor = vCol[0];
gBoundingBox = vec2 (-1,1);
gl_Position = vec4 (pb, 1);
//gl_Position = vec4 (0.5,0,0, 1);
EmitVertex();
gBoundingBox = vec2 (1,1);
gl_Position = vec4 (pa, 1);
EmitVertex();
gBoundingBox = vec2 (-1,-1);
gl_Position = vec4 (pc, 1);
// gl_Position = vec4 (0.5,0.5,0, 1);
EmitVertex();
gBoundingBox = vec2 (1,-1);
gl_Position = vec4 (pa + pc - pb, 1);
EmitVertex();
EndPrimitive();
}