Files
loop/shader/texture/barrel.geom
T

45 lines
1.1 KiB
GLSL

#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec2 vRad1[];
in vec2 vRad2[];
in vec2 vCen[];
in float vFactor[];
out vec2 vcpos;
out vec2 texPos;
out vec2 texDist;
out float gfactor;
vec2 g(float x,float y, vec2 v, vec2 r1, vec2 r2)
{ return vec2
(dot(normalize(r1-v),vec2(x,y)-v) / length(r1-v)
,dot(normalize(r2-v),vec2(x,y)-v) / length(r2-v)
);
}
void main() {
vec2 cpos = vCen[0];
vcpos = cpos;
vec2 grad1 = vRad1[0];
vec2 grad2 = vRad2[0];
gfactor = vFactor[0];
texPos = vec2(1,1);
texDist = g(1,1,cpos,grad1,grad2);
gl_Position = vec4 (1,1,0,1);
EmitVertex();
texPos = vec2(1,0);
texPos = vec2(1,-1);
texDist = g(1,-1,cpos,grad1,grad2);
gl_Position = vec4 (1,-1,0,1);
EmitVertex();
texPos = vec2(0,1);
texPos = vec2(-1,1);
texDist = g(-1,1,cpos,grad1,grad2);
gl_Position = vec4 (-1,1,0,1);
EmitVertex();
texPos = vec2(0,0);
texPos = vec2(-1,-1);
texDist = g(-1,-1,cpos,grad1,grad2);
gl_Position = vec4 (-1,-1,0,1);
EmitVertex();
EndPrimitive();
}