Files
loop/shader/circle.geom
T

35 lines
1002 B
GLSL

#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vColor [];
in float vRad [];
out vec4 gColor;
out float gRad;
out vec2 cenPosT;
uniform vec2 winSize;
uniform float zoom;
void main()
{
vec3 cenPos = gl_in[0].gl_Position.xyz;
//cenPos = vec3 (0.5,0,0);
gColor = vColor[0];
gRad = vRad[0] * zoom * 2;
// gRad = 0.2;
cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
//gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
EmitVertex();
EndPrimitive();
}