Files
loop/shader/lighting/floor.geom
T
2023-03-07 22:53:32 +00:00

28 lines
808 B
GLSL

#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out float lum;
out vec2 dField;
void main()
{
lum = gl_in[0].gl_Position.w;
vec4 cenPos = vec4( gl_in[0].gl_Position.xy, 0.1 , 1);
float gRad = gl_in[0].gl_Position.z;
dField = vec2 ( 1, 1);
gl_Position = theMat * vec4 (cenPos.x + gRad, cenPos.y + gRad, 0.1 , 1);
EmitVertex();
dField = vec2 (-1, 1);
gl_Position = theMat * vec4 (cenPos.x - gRad, cenPos.y + gRad, 0.1 , 1);
EmitVertex();
dField = vec2 ( 1,-1);
gl_Position = theMat * vec4 (cenPos.x + gRad, cenPos.y - gRad, 0.1 , 1);
EmitVertex();
dField = vec2 (-1,-1);
gl_Position = theMat * vec4 (cenPos.x - gRad, cenPos.y - gRad, 0.1 , 1);
EmitVertex();
EndPrimitive();
}