33 lines
749 B
GLSL
33 lines
749 B
GLSL
#version 430 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 gPos;
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out vec2 gBoundingBox;
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void main()
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{
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vec4 pas = gl_in[0].gl_Position;
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vec4 pbs = gl_in[1].gl_Position;
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vec4 pcs = gl_in[2].gl_Position;
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vec4 pa = theMat * pas;
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vec4 pb = theMat * pbs;
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vec4 pc = theMat * pcs;
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gBoundingBox = vec2 (-1,1);
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gl_Position = pb;
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gPos = pbs;
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EmitVertex();
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gBoundingBox = vec2 (1,1);
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gl_Position = pa;
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gPos = pas;
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EmitVertex();
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gBoundingBox = vec2 (-1,-1);
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gl_Position = pc;
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gPos = pcs;
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EmitVertex();
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gBoundingBox = vec2 (1,-1);
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gl_Position = pa + pc - pb;
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gPos = pas + pcs - pbs;
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EmitVertex();
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EndPrimitive();
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}
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