46 lines
1.5 KiB
GLSL
46 lines
1.5 KiB
GLSL
#version 430 core
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layout (lines) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec4 vCol[];
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in float vRad[];
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out vec4 gColor;
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out float gRad;
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out vec2 gFocusA;
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out vec2 gFocusB;
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uniform vec2 winSize;
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uniform float zoom;
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void main()
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{
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vec3 focusA = gl_in[0].gl_Position.xyz;
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vec3 focusB = gl_in[1].gl_Position.xyz;
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gColor = vCol[0];
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gRad = vRad[0] * zoom * 2 ;
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gFocusA = vec2 ( (focusA.x + 1) * 0.5 * winSize.x , (focusA.y + 1) * 0.5 * winSize.y);
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// focusA = vec3 ( 0 , 0, focusA.z);
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gFocusB = vec2 ( (focusB.x + 1) * 0.5 * winSize.x , (focusB.y + 1) * 0.5 * winSize.y);
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float am = 0.5;
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gl_Position = vec4 (focusA.x + gRad/winSize.x, focusA.y + gRad/winSize.y, focusA.z , 1);
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// gl_Position = vec4 (focusA.x + am, focusA.y + am, -1 , 1);
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// gl_Position = vec4 (focusA , 1);
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EmitVertex();
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gl_Position = vec4 (focusA.x - gRad/winSize.x, focusA.y + gRad/winSize.y, focusA.z , 1);
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// gl_Position = vec4 (focusA.x - am, focusA.y + am, -1 , 1);
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// gl_Position = vec4 (0 ,0.5 ,-1 , 1);
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// gl_Position = vec4 (0 + gRad ,0 ,-1 , 1);
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EmitVertex();
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gl_Position = vec4 (focusA.x + gRad/winSize.x, focusA.y - gRad/winSize.y, focusA.z , 1);
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// gl_Position = vec4 (focusA.x + am, focusA.y - am, -1 , 1);
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// gl_Position = vec4 (0.5 ,0.5 ,-1 , 1);
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EmitVertex();
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gl_Position = vec4 (focusA.x - gRad/winSize.x, focusA.y - gRad/winSize.y, focusA.z , 1);
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// gl_Position = vec4 (focusA.x - am, focusA.y - am, -1 , 1);
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// gl_Position = vec4 (0.5 ,0 ,-1 , 1);
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EmitVertex();
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EndPrimitive();
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}
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