2016-02-16 15:07:25 +01:00
|
|
|
#version 450
|
|
|
|
|
|
|
|
|
|
layout (triangles) in;
|
|
|
|
|
layout (line_strip, max_vertices = 6) out;
|
|
|
|
|
|
2024-01-14 11:04:43 +01:00
|
|
|
layout (binding = 0) uniform UBO
|
2016-02-16 15:07:25 +01:00
|
|
|
{
|
|
|
|
|
mat4 projection;
|
|
|
|
|
mat4 model;
|
|
|
|
|
} ubo;
|
|
|
|
|
|
|
|
|
|
layout (location = 0) in vec3 inNormal[];
|
|
|
|
|
|
|
|
|
|
layout (location = 0) out vec3 outColor;
|
|
|
|
|
|
|
|
|
|
void main(void)
|
|
|
|
|
{
|
2016-06-05 19:57:35 +02:00
|
|
|
float normalLength = 0.02;
|
2016-02-16 15:07:25 +01:00
|
|
|
for(int i=0; i<gl_in.length(); i++)
|
|
|
|
|
{
|
|
|
|
|
vec3 pos = gl_in[i].gl_Position.xyz;
|
|
|
|
|
vec3 normal = inNormal[i].xyz;
|
|
|
|
|
|
|
|
|
|
gl_Position = ubo.projection * (ubo.model * vec4(pos, 1.0));
|
|
|
|
|
outColor = vec3(1.0, 0.0, 0.0);
|
|
|
|
|
EmitVertex();
|
|
|
|
|
|
|
|
|
|
gl_Position = ubo.projection * (ubo.model * vec4(pos + normal * normalLength, 1.0));
|
|
|
|
|
outColor = vec3(0.0, 0.0, 1.0);
|
|
|
|
|
EmitVertex();
|
|
|
|
|
|
|
|
|
|
EndPrimitive();
|
|
|
|
|
}
|
|
|
|
|
}
|