36 lines
900 B
GLSL
36 lines
900 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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out float lum;
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out vec2 dField;
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uniform vec2 winSize;
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uniform float zoom;
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uniform mat4 worldMat;
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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 = worldMat * vec4( gl_in[0].gl_Position.xy, 0 , 1);
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float gRad = gl_in[0].gl_Position.z * zoom * 2;
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dField = vec2 ( 1, 1);
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gl_Position
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= vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
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EmitVertex();
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dField = vec2 (-1, 1);
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gl_Position
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= vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
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EmitVertex();
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dField = vec2 ( 1,-1);
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gl_Position
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= vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
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EmitVertex();
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dField = vec2 (-1,-1);
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gl_Position
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= vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
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EmitVertex();
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EndPrimitive();
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}
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