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orx/openrndr-demos/src/demo/resources/shaders/ts-03.geom

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();
}