87 lines
2.5 KiB
GLSL
87 lines
2.5 KiB
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 vec3 dField;
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out float lum;
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uniform vec2 lightPos;
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uniform mat4 perpMat;
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uniform vec2 radLum;
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float isLHS (vec2 startV, vec2 testV)
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{
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return sign( -startV.x * testV.y + startV.y * testV.x);
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}
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vec4 shiftCloser (vec4 v)
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{ return vec4 (v.xy , v.z-0.0001 , v.w) ; }
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void main()
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{
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
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if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
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{
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lum = radLum.y;
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float rad = radLum.x;
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vec4 p3 = vec4 (p1.xy,-0.2,1);
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vec4 p4 = vec4 (p2.xy,-0.2,1);
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vec2 d1 = p1.xy - lightPos;
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vec2 d2 = p2.xy - lightPos;
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vec4 a1 = shiftCloser( perpMat * p1 );
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vec4 a2 = shiftCloser( perpMat * p2 );
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vec4 a3 = shiftCloser( perpMat * p3 );
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vec4 a4 = shiftCloser( perpMat * p4 );
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dField = vec3( d1.x/rad, d1.y/rad, 0);
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gl_Position = a1;
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EmitVertex();
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dField = vec3( d1.x/rad, d1.y/rad, 0);
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gl_Position = a3;
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EmitVertex();
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dField = vec3( d2.x/rad, d2.y/rad, 0);
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gl_Position = a2;
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EmitVertex();
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dField = vec3( d2.x/rad, d2.y/rad, 0);
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gl_Position = a4;
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EmitVertex();
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EndPrimitive();
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} else {}
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}
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// // void main()
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// // {
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// // vec4 frontL4 = worldMat * vec4(gl_in[0].gl_Position.xy, 0 ,1);
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// // vec4 frontR4 = worldMat * vec4(gl_in[0].gl_Position.zw, 0 ,1);
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// // vec2 frontL = frontL4.xy;
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// // vec2 frontR = frontR4.xy;
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// //
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// // emitLine (frontR);
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// // emitLine (frontL);
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// // EndPrimitive();
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// // }
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// gl_Position = perspective * worldMat * p4; EmitVertex();
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// gl_Position = perspective * worldMat * p3; EmitVertex();
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// gl_Position = perspective * worldMat * p7; EmitVertex();
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// gl_Position = perspective * worldMat * p8; EmitVertex();
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// gl_Position = perspective * worldMat * p5; EmitVertex();
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// gl_Position = perspective * worldMat * p3; EmitVertex();
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// gl_Position = perspective * worldMat * p1; EmitVertex();
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// gl_Position = perspective * worldMat * p4; EmitVertex();
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// gl_Position = perspective * worldMat * p2; EmitVertex();
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// gl_Position = perspective * worldMat * p7; EmitVertex();
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// gl_Position = perspective * worldMat * p6; EmitVertex();
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// gl_Position = perspective * worldMat * p5; EmitVertex();
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//void emitLine (vec2 pa)
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//{
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// gl_Position = vec4 (pa, 0, 1);
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// EmitVertex();
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// gl_Position = shift (vec4 (pa,0,1)); //vec4 (pa + (200 * (pa - lightPosa)), 0 , 1);
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// EmitVertex();
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//}
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