#version 330 core layout (points) in; layout (triangle_strip, max_vertices = 4) out; uniform vec2 dpi; uniform vec2 origin; in vec4 near_coord[1]; out vec2 location; void max_bound(vec4 near_coord, out vec2 _a0, out vec2 _a1, out vec2 _b0, out vec2 _b1) { vec2 a0 = vec2(near_coord.x, near_coord.z); vec2 a1 = vec2(near_coord.x, near_coord.w); vec2 b0 = vec2(near_coord.y, near_coord.z); vec2 b1 = vec2(near_coord.y, near_coord.w); vec2 a_c = (a1 + b1) / 2; float l1 = length(a_c - origin); float rate = near_coord.w / l1; vec2 r1 = a1 - origin; vec2 r2 = b1 - origin; vec2 r1_ = r1 * rate; vec2 r2_ = r2 * rate; _a0 = a0; _a1 = a1; _b0 = r2_ + origin; _b1 = r1_ + origin; } void main() { vec4 position = vec4(0,0,0,0); vec2 a0, a1, b0, b1; max_bound(near_coord[0], a0, a1, b0, b1); gl_Position = vec4(a0, 0.0, 1.0); EmitVertex(); gl_Position = vec4(a1, 0.0, 1.0); EmitVertex(); gl_Position = vec4(b0, 0.0, 1.0); EmitVertex(); gl_Position = vec4(b1, 0.0, 1.0); EmitVertex(); EndPrimitive(); }