Files
loop/shader/wall.geom
T

32 lines
718 B
GLSL

#version 430 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vParams[];
uniform mat4 worldMat;
vec2 lightPos = gl_in[0].gl_Position.xy;
vec2 cornerA = gl_in[1].gl_Position.xy;
vec2 cornerB = gl_in[2].gl_Position.xy;
void main()
{
gl_Position = worldMat * vec4(cornerA, 1, 1 );
EmitVertex();
gl_Position = worldMat * (vec4(cornerA, 10, 1 ) + (20,20,0,0));
gl_Position = vec4(1,0, 10, 1 );
EmitVertex();
gl_Position = worldMat * vec4(cornerB, 0, 1 );
gl_Position = vec4(0,1, -10, 1 );
EmitVertex();
gl_Position = worldMat * (vec4(cornerB, 0, 1 ) + (20,20,0,0));
gl_Position = vec4(1,1, 10, 1 );
EmitVertex();
EndPrimitive();
}