radar-gi/shaders/pcolormesh.geom
2024-07-10 15:49:05 +08:00

54 lines
1.1 KiB
GLSL

#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();
}