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static const std::string GEOMETRY_SHADER_CODE = R"(
#version 430
layout (points) in;
layout (triangle_strip, max_vertices=4) out;
uniform mat4 MVP;
in VS_OUT {
vec3 color;
} gs_in[];
out vec3 color;
vec4 project(vec4 v) {
return MVP * v;
}
void emitSquareAt(vec4 position) {
const float size = 0.5;
gl_Position = project(position + vec4(-size, -size, 0.0, 0.0));
EmitVertex();
gl_Position = project(position + vec4( size, -size, 0.0, 0.0));
EmitVertex();
gl_Position = project(position + vec4(-size, size, 0.0, 0.0));
EmitVertex();
gl_Position = project(position + vec4( size, size, 0.0, 0.0));
EmitVertex();
}
void main() {
color = gs_in[0].color;
emitSquareAt(gl_in[0].gl_Position);
EndPrimitive();
}
)";
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