35 lines
1.2 KiB
GLSL
35 lines
1.2 KiB
GLSL
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layout(triangles) in;
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layout(triangle_strip, max_vertices=3) out;
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uniform int Layer;
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in vec4 vPos[];
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flat in int face[];
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flat out int fFace;
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out vec3 worldPosition;
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out vec3 viewPosition; /* Required. otherwise generate linking error. */
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out vec3 worldNormal; /* Required. otherwise generate linking error. */
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out vec3 viewNormal; /* Required. otherwise generate linking error. */
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const vec3 maj_axes[6] = vec3[6](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3( 0.0, 0.0, 1.0), vec3( 0.0, 0.0, -1.0));
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const vec3 x_axis[6] = vec3[6](vec3(0.0, 0.0, -1.0), vec3( 0.0, 0.0, 1.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3( 1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0));
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const vec3 y_axis[6] = vec3[6](vec3(0.0, -1.0, 0.0), vec3( 0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0), vec3( 0.0, -1.0, 0.0), vec3( 0.0, -1.0, 0.0));
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void main() {
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fFace = face[0];
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gl_Layer = Layer + fFace;
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for (int v = 0; v < 3; ++v) {
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gl_Position = vPos[v];
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worldPosition = x_axis[fFace] * vPos[v].x + y_axis[fFace] * vPos[v].y + maj_axes[fFace];
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#ifdef ATTRIB
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pass_attrib(v);
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#endif
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EmitVertex();
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}
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EndPrimitive();
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}
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