14 lines
474 B
GLSL
14 lines
474 B
GLSL
#version 450 core
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layout(points) in;
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layout(triangle_strip, max_vertices = 4) out;
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layout(std140, binding = 0) uniform TheMat { mat4 theMat; };
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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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gl_Position = theMat * vec4(p1,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1,5000,1); EmitVertex();
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gl_Position = theMat * vec4(p2,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2,5000,1); EmitVertex();
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EndPrimitive();
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}
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