Files
loop/shader/wallShadow.geom
T

38 lines
992 B
GLSL

#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 10) out;
in vec4 vBackPoss[];
uniform vec2 lightPos;
void main()
{
vec2 posa = gl_in[0].gl_Position.xy;
vec2 posb = gl_in[0].gl_Position.zw;
vec2 posc = vBackPoss[0].xy;
vec2 posd = vBackPoss[0].zw;
// gl_Position = vec4 (posa, 0 , 1);
// EmitVertex();
// gl_Position = vec4 (posa + (200 * (posa - lightPos)), 0 , 1);
// EmitVertex();
// gl_Position = vec4 (posb, 0 , 1);
// EmitVertex();
// gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
// EmitVertex();
// gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
// EmitVertex();
// gl_Position = vec4 (posd, 0 , 1);
// EmitVertex();
gl_Position = vec4 (posd, 0 , 1);
EmitVertex();
gl_Position = vec4 (posd + (200 * (posd - lightPos)), 0 , 1);
EmitVertex();
gl_Position = vec4 (posc, 0 , 1);
EmitVertex();
gl_Position = vec4 (posc + (200 * (posc - lightPos)), 0 , 1);
EmitVertex();
EndPrimitive();
}