Files
loop/shader/lighting/floor.geom
T

36 lines
900 B
GLSL

#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
out float lum;
out vec2 dField;
uniform vec2 winSize;
uniform float zoom;
uniform mat4 worldMat;
void main()
{
lum = gl_in[0].gl_Position.w;
vec4 cenPos = worldMat * vec4( gl_in[0].gl_Position.xy, 0 , 1);
float gRad = gl_in[0].gl_Position.z * zoom * 2;
dField = vec2 ( 1, 1);
gl_Position
= vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
EmitVertex();
dField = vec2 (-1, 1);
gl_Position
= vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
EmitVertex();
dField = vec2 ( 1,-1);
gl_Position
= vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
EmitVertex();
dField = vec2 (-1,-1);
gl_Position
= vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
EmitVertex();
EndPrimitive();
}