Files
loop/shader/ellipse.geom
T

32 lines
670 B
GLSL

#version 430 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vCol[];
out vec4 gColorC;
out vec4 gColorE;
out vec2 gBoundingBox;
void main()
{
vec3 pa = gl_in[0].gl_Position.xyz;
vec3 pb = gl_in[1].gl_Position.xyz;
vec3 pc = gl_in[2].gl_Position.xyz;
gColorC = vCol[0];
gColorE = vCol[1];
gBoundingBox = vec2 (-1,1);
gl_Position = vec4 (pb, 1);
EmitVertex();
gBoundingBox = vec2 (1,1);
gl_Position = vec4 (pa, 1);
EmitVertex();
gBoundingBox = vec2 (-1,-1);
gl_Position = vec4 (pc, 1);
EmitVertex();
gBoundingBox = vec2 (1,-1);
gl_Position = vec4 (pa + pc - pb, 1);
EmitVertex();
EndPrimitive();
}