50 lines
1.1 KiB
GLSL
50 lines
1.1 KiB
GLSL
#version 410 core
|
|
|
|
layout (lines) in;
|
|
layout (triangle_strip, max_vertices = 4) out;
|
|
|
|
in InVertex {
|
|
vec3 va_position;
|
|
vec3 va_normal;
|
|
vec4 v_addedProperty;
|
|
} vertices[];
|
|
|
|
out vec3 va_position;
|
|
out vec3 va_normal;
|
|
out vec4 v_addedProperty;
|
|
|
|
|
|
uniform vec3 offset;
|
|
in vec3 derivative[];
|
|
in vec3 position[];
|
|
|
|
uniform mat4 proj;
|
|
uniform mat4 view;
|
|
uniform mat4 model;
|
|
uniform float weight;
|
|
|
|
void main() {
|
|
mat4 pvm = proj * view * model;
|
|
|
|
vec2 direction0 = normalize(derivative[0].xy);
|
|
vec4 perp0 = vec4(direction0.y, -direction0.x, 0.0, 0.0);
|
|
|
|
vec2 direction1 = normalize(derivative[1].xy);
|
|
vec4 perp1 = vec4(direction1.y, -direction1.x, 0.0, 0.0);
|
|
|
|
// output a triangle strip encoded quad
|
|
|
|
gl_Position = pvm * vec4( vec4(position[0],1.0) + perp0 * weight);
|
|
EmitVertex();
|
|
|
|
gl_Position = pvm * vec4( vec4(position[0],1.0) - perp0 * weight);
|
|
EmitVertex();
|
|
|
|
gl_Position = pvm * vec4( vec4(position[1],1.0) + perp1 * weight);
|
|
EmitVertex();
|
|
|
|
gl_Position = pvm * vec4( vec4(position[1],1.0) - perp1 * weight);
|
|
EmitVertex();
|
|
|
|
EndPrimitive();
|
|
} |