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64 lines
3.1 KiB
GLSL
64 lines
3.1 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014 - 2017 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#version __CONTEXT__
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layout(points) in;
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//layout(points, max_vertices = 13) out;
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layout(line_strip, max_vertices = 13) out;
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in float vs_screenSpaceDepth[];
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in float vs_scaleFactor[];
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in vec4 colorMap[]
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uniform int sides;
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out float gs_screenSpaceDepth;
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const float PI = 3.1415926;
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void main()
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{
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gs_screenSpaceDepth = vs_screenSpaceDepth[0];
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for (int i = 0; i <= sides; i++) {
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// Angle between each side in radians
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float ang = PI * 2.0 / float(sides) * i;
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// Offset from center of point (0.3 to accomodate for aspect ratio)
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//vec4 offset = vec4(cos(ang) * 0.003, -sin(ang) * 0.004, 0.0, 0.0);
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//gl_Position = gl_in[0].gl_Position + offset;
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vec4 offset = vec4(cos(ang) * gl_in[0].gl_Position[0], -sin(ang) * gl_in[0].gl_Position[1],
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gl_in[0].gl_Position[2] , gl_in[0].gl_Position[3]);
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gl_Position = offset;
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EmitVertex();
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}
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//gl_Position = gl_in[0].gl_Position;// + offset;
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//EmitVertex();
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EndPrimitive();
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} |