33 lines
1.0 KiB
GLSL
33 lines
1.0 KiB
GLSL
#version 450 core
|
|
layout (points) in;
|
|
layout (triangle_strip, max_vertices = 4) out;
|
|
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
|
|
uniform vec3 lightPos;
|
|
uniform vec4 lumRad;
|
|
out vec3 dField;
|
|
out vec3 lum;
|
|
float isLHS (vec2 startV, vec2 testV)
|
|
{ return sign( -startV.x * testV.y + startV.y * testV.x); }
|
|
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.xy, p2.xy - lightPos.xy) < 0)
|
|
{ lum = lumRad.rgb;
|
|
float rad = lumRad.a;
|
|
vec4 p3 = vec4 (p1.xy,100,1);
|
|
vec4 p4 = vec4 (p2.xy,100,1);
|
|
vec2 d1 = p1.xy - lightPos.xy;
|
|
vec2 d2 = p2.xy - lightPos.xy;
|
|
vec4 a1 = theMat * p1;
|
|
vec4 a2 = theMat * p2;
|
|
vec4 a3 = theMat * p3;
|
|
vec4 a4 = theMat * p4;
|
|
dField = (p1.xyz - lightPos) / rad; gl_Position = a1; EmitVertex();
|
|
dField = (p3.xyz - lightPos) / rad; gl_Position = a3; EmitVertex();
|
|
dField = (p2.xyz - lightPos) / rad; gl_Position = a2; EmitVertex();
|
|
dField = (p4.xyz - lightPos) / rad; gl_Position = a4; EmitVertex();
|
|
EndPrimitive();
|
|
} else {}
|
|
}
|