30 lines
849 B
GLSL
30 lines
849 B
GLSL
#version 430 core
|
|
layout (points) in;
|
|
layout (triangle_strip, max_vertices = 4) out;
|
|
in vec2 vParams [];
|
|
out vec2 gParams;
|
|
out vec2 cenPosT;
|
|
|
|
uniform vec2 winSize;
|
|
uniform float zoom;
|
|
|
|
void main()
|
|
{
|
|
vec3 cenPos = gl_in[0].gl_Position.xyz;
|
|
gParams = vec2( vParams[0].x * zoom * 2, vParams[0].y);
|
|
float gRad = gParams.x;
|
|
|
|
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, -0.9 , 1);
|
|
EmitVertex();
|
|
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0.9 , 1);
|
|
EmitVertex();
|
|
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0.9 , 1);
|
|
EmitVertex();
|
|
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0.9 , 1);
|
|
EmitVertex();
|
|
|
|
EndPrimitive();
|
|
}
|