Files
loop/shader/wallShadow.geom
T

26 lines
519 B
GLSL

#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) 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, -1 , 1);
EmitVertex();
gl_Position = vec4 (posb, -1 , 1);
EmitVertex();
gl_Position = vec4 (posc, -1 , 1);
EmitVertex();
gl_Position = vec4 (posd, -1 , 1);
EmitVertex();
EndPrimitive();
}