Files
loop/shader/background.geom
T
2021-07-09 14:36:49 +02:00

37 lines
818 B
GLSL

#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec2 vRad1;
in vec2 vRad2;
in float vFactor;
out vec2 cenPos;
out vec2 texPos;
out vec2 texDist;
out float factor;
const float root = 1 / sqrt(2) ;
void main() {
factor = vFactor[0];
rad1 = vRad1[0];
rad2 = vRad2[0];
cenPos = gl_in[0].gl_Position;
vec2 g (vec2 p) { return vec2(dot(rad1,p), dot(rad2,p)); }
texPos = vec2(1,1);
texDist = g(root,root);
gl_Position = vec4 (1,1,0,1);
EmitVertex();
texPos = vec2(1,0);
texDist = g(root,-root);
gl_Position = vec4 (1,-1,0,1);
EmitVertex();
texPos = vec2(0,1);
texDist = g(-root,root);
gl_Position = vec4 (-1,1,0,1);
EmitVertex();
texPos = vec2(0,0);
texDist = g(-root,-root);
gl_Position = vec4 (-1,-1,0,1);
EmitVertex();
EndPrimitive();
}