69 lines
2.7 KiB
GLSL
69 lines
2.7 KiB
GLSL
#version 450 core
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layout(points) in;
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layout(triangle_strip, max_vertices = 18) out;
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layout(std140, binding = 0) uniform TheMat { mat4 theMat; };
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layout(location=0) uniform vec3 lightPos;
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layout(location=1) uniform float rad;
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//float rad = rad;
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// Preprocessed to include ../functions.glsl
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float closestPointOnLineParam (vec2 a, vec2 b, vec2 p) {
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return dot(p - a,b-a) / dot(b-a,b-a);
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}
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vec2 closestPointOnSeg (vec2 a,vec2 b, vec2 p) {
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float x = closestPointOnLineParam(a,b,p);
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if (x < 0) {
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return a;
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} else{ if (x > 1) { return b; }
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{ return a + (x * (b- a));}
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}
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}
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// End include 2023-03-13 15:33:44.438312149 UTC
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vec2 shift(vec2 p) {
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return vec2(lightPos.xy + (rad * normalize(p - lightPos.xy)));
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}
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float isLHS(vec2 startV, vec2 testV) {
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return sign(-startV.x * testV.y + startV.y * testV.x);
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}
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// construct a box with openings on bottom face and face away from wall
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void main() {
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vec2 p1 = gl_in[0].gl_Position.xy;
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vec2 p2 = gl_in[0].gl_Position.zw;
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vec2 closepoint = closestPointOnSeg(p1,p2,lightPos.xy);
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if (isLHS(p1 - lightPos.xy, p2 - lightPos.xy) < 0 && distance(closepoint,lightPos.xy) < rad) {
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vec2 closeshift = (rad * normalize(closepoint - lightPos.xy)) + lightPos.xy - closepoint;
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vec2 p1cs = p1 + closeshift;
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vec2 p1o = vec2( distance(p1,lightPos.xy) > rad ? p1cs : shift(p1) );
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vec2 p2cs = p2 + closeshift;
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vec2 p2o = vec2( distance(p2,lightPos.xy) > rad ? p2cs : shift(p2) );
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gl_Position = theMat * vec4(p1o,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p1,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p1o,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1cs,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2cs,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2o,100,1); EmitVertex();
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EndPrimitive();
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// gl_Position = theMat * vec4(p2o,100,1); EmitVertex();
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// gl_Position = theMat * vec4(p2,100,1); EmitVertex();
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// gl_Position = theMat * vec4(p2o,0,1); EmitVertex();
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// gl_Position = theMat * vec4(p2,0,1); EmitVertex();
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gl_Position = theMat * vec4(p2,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p2o,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2o,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p2cs,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2cs,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p1cs,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1cs,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p1o,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1o,-500,1); EmitVertex();
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EndPrimitive();
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} else {
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}
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}
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