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2018-12-21 08:42:14 -05:00

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GLSL

#version 440 core
layout(points) in;
layout(triangle_strip, max_vertices=4) out;
layout(std430, binding=1) buffer Positions {
vec4 verts[];
};
layout(std140, binding=1) uniform Matrices {
mat4 model;
vec4 offset;
mat4 view;
mat4 proj;
};
in ivec4 inds[];
out vec4 pos;
void emit(vec4 v) {
pos = v;
gl_Position = proj * view * vec4(v.xyz, 1);
EmitVertex();
}
void main() {
vec4 pos4[4];
for(int i = 0; i < 4; ++i) pos4[i] = offset + model * verts[inds[0][i]];
int lo[4], L = 0;
int hi[4], H = 0;
for(int i = 0; i < 4; ++i) {
if (pos4[i].w < 0) {
lo[L++] = i;
} else {
hi[H++] = i;
}
}
vec4 sect[4]; int S = 0;
for (int l = 0; l < L; ++l) {
for (int h = 0; h < H; ++h) {
vec4 a = pos4[lo[l]];
vec4 b = pos4[hi[h]];
sect[S++] = (0 - a.w) / (b.w - a.w) * (b-a) + a;
}
}
for(int s = 0; s < S; ++s) {
emit(sect[s]);
}
EndPrimitive();
}