38 lines
1.0 KiB
GLSL
38 lines
1.0 KiB
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 float gRadOut;
|
|
out vec2 cenPosT;
|
|
out vec2 angles;
|
|
|
|
uniform vec2 winSize;
|
|
uniform float zoom;
|
|
|
|
void main()
|
|
{
|
|
angles = vparams[0].xy;
|
|
vec3 cenPos = gl_in[0].gl_Position.xyz;
|
|
gColor = vColor[0];
|
|
float width = vparams[0].w * 0.5;
|
|
float rad = vparams[0].z;
|
|
gRadOut = (rad + width) * zoom * 2;
|
|
gRadIn = (rad - width) * zoom * 2;
|
|
|
|
cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
|
|
|
|
gl_Position = vec4 (cenPos.x + gRadOut/winSize.x, cenPos.y + gRadOut/winSize.y, cenPos.z , 1);
|
|
EmitVertex();
|
|
gl_Position = vec4 (cenPos.x - gRadOut/winSize.x, cenPos.y + gRadOut/winSize.y, cenPos.z , 1);
|
|
EmitVertex();
|
|
gl_Position = vec4 (cenPos.x + gRadOut/winSize.x, cenPos.y - gRadOut/winSize.y, cenPos.z , 1);
|
|
EmitVertex();
|
|
gl_Position = vec4 (cenPos.x - gRadOut/winSize.x, cenPos.y - gRadOut/winSize.y, cenPos.z , 1);
|
|
EmitVertex();
|
|
|
|
EndPrimitive();
|
|
}
|