Files
loop/shader/dualTwoD/arc.geom
T

38 lines
975 B
GLSL

#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vColor [];
in vec4 vparams [];
out vec4 gColor;
out float gRadIn;
out vec2 angles;
out vec2 dist;
uniform mat4 worldMat;
void main()
{
angles = vparams[0].xy;
vec4 cenPos = gl_in[0].gl_Position;
gColor = vColor[0];
float width = vparams[0].w ;
float rad = vparams[0].z + width;
gRadIn = 1 - width * 2 / rad;
// I am not currently sure why the multiplicand is 4 and not 2
gl_Position = worldMat * vec4 (cenPos.x + rad, cenPos.y + rad, cenPos.z , 1);
dist = vec2 (1,1);
EmitVertex();
gl_Position = worldMat * vec4 (cenPos.x - rad, cenPos.y + rad, cenPos.z , 1);
dist = vec2 (-1,1);
EmitVertex();
gl_Position = worldMat * vec4 (cenPos.x + rad, cenPos.y - rad, cenPos.z , 1);
dist = vec2 (1,-1);
EmitVertex();
gl_Position = worldMat * vec4 (cenPos.x - rad, cenPos.y - rad, cenPos.z , 1);
dist = vec2 (-1,-1);
EmitVertex();
EndPrimitive();
}