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https://github.com/OpenSpace/OpenSpace.git
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74 lines
3.5 KiB
GLSL
74 lines
3.5 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2021 *
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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(line_strip, max_vertices = 19) out;
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layout(triangle_strip, max_vertices = 63) out;
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uniform int sides;
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const float PI = 3.1415926;
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void main() {
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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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// vec4 offset = vec4(cos(ang) * 0.8, -sin(ang) * 0.8, 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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// EndPrimitive();
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vec4 v0 = gl_in[0].gl_Position;
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for (int i = sides; i > 0; --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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gl_Position = v0;
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EmitVertex();
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vec4 vi = v0 + vec4(cos(ang) * 0.8, -sin(ang) * 0.8, 0.0, 0.0);
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gl_Position = vi;
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EmitVertex();
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ang = PI * 2.0 / float(sides) * (i-1);
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vec4 vii = v0 + vec4(cos(ang) * 0.8, -sin(ang) * 0.8, 0.0, 0.0);
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gl_Position = vii;
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EmitVertex();
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EndPrimitive();
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}
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}
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