mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-03 09:32:31 +00:00
2740f6093b
Still need to work on the code, though.
39 lines
900 B
GLSL
39 lines
900 B
GLSL
#version 450
|
|
|
|
layout (set = 0, binding = 0) uniform Matrices {
|
|
mat4 Projection3d;
|
|
mat4 View;
|
|
mat4 Sky;
|
|
mat4 Projection2d;
|
|
};
|
|
|
|
layout (triangles) in;
|
|
layout (triangle_strip, max_vertices = 3) out;
|
|
layout (location = 0) in vec4 v_tl_st[];
|
|
layout (location = 1) in vec3 v_direction[];
|
|
|
|
layout (location = 0) out vec4 tl_st;
|
|
layout (location = 1) out vec3 direction;
|
|
layout (location = 2) out vec3 normal;
|
|
layout (location = 3) out vec4 position;
|
|
|
|
void
|
|
main()
|
|
{
|
|
vec3 a = gl_in[0].gl_Position.xyz;
|
|
vec3 b = gl_in[1].gl_Position.xyz;
|
|
vec3 c = gl_in[2].gl_Position.xyz;
|
|
|
|
vec3 n = normalize (cross (c - a, b - a));
|
|
|
|
for (int vert = 0; vert < 3; vert++) {
|
|
vec4 p = gl_in[vert].gl_Position;
|
|
gl_Position = Projection3d * (View * (p));
|
|
tl_st = v_tl_st[vert];
|
|
direction = v_direction[vert];
|
|
normal = n;
|
|
position = p;
|
|
EmitVertex ();
|
|
}
|
|
EndPrimitive ();
|
|
}
|