realityplayground-of/zoneb/bin/data/shaders/render.geom

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#version 150
layout (points) in;
layout (triangle_strip) out;
layout (max_vertices = 4) out;
// OF handled uniforms and attributes.
uniform mat4 projectionMatrix;
// App specific uniforms and attributes.
uniform float uSpriteSize;
in vec4 vPosition[];
in vec2 vTexCoord[];
flat in int vValid[];
out vec2 gTexCoord;
void main()
{
if (vValid[0] == 0) return;
gTexCoord = vTexCoord[0];
for (int i = 0; i < gl_in.length(); ++i)
{
gl_Position = projectionMatrix * (vPosition[i] + vec4(1.0, -1.0, 0.0, 0.0) * uSpriteSize);
EmitVertex();
gl_Position = projectionMatrix * (vPosition[i] + vec4(1.0, 1.0, 0.0, 0.0) * uSpriteSize);
EmitVertex();
gl_Position = projectionMatrix * (vPosition[i] + vec4(-1.0, -1.0, 0.0, 0.0) * uSpriteSize);
EmitVertex();
gl_Position = projectionMatrix * (vPosition[i] + vec4(-1.0, 1.0, 0.0, 0.0) * uSpriteSize);
EmitVertex();
EndPrimitive();
}
}