Renderer/assets/Shaders/grass1/grass1.gs
2022-03-16 02:19:56 -04:00

58 lines
2.2 KiB
GLSL

#version 330 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 150) out;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 origCoord;
void main() {
vec4 triangle1Pos = gl_in[0].gl_Position;
for(float x = 0; x < 5; x++){
for(float y = 0; y < 5; y++){
float xPos = x / 10.0;
float yPos = y / 10.0;
origCoord = (triangle1Pos + vec4( 0.0 + xPos, 0.0, 0.0 + yPos, 0.0)).xyz;
gl_Position = projection * view * model * (triangle1Pos + vec4( 0.0 + xPos, 0.0, 0.0 + yPos, 0.0));
EmitVertex();
origCoord = (triangle1Pos + vec4( 0.1 + xPos, 0.5, 0.0 + yPos, 0.0)).xyz;
gl_Position = projection * view * model * (triangle1Pos + vec4( 0.1 + xPos, 0.5, 0.0 + yPos, 0.0));
EmitVertex();
origCoord = (triangle1Pos + vec4( 0.0 + xPos, 1.0, 0.0 + yPos, 0.0)).xyz;
gl_Position = projection * view * model * (triangle1Pos + vec4( 0.0 + xPos, 1.0, 0.0 + yPos, 0.0));
EmitVertex();
}
EndPrimitive();
}
// gl_Position = projection * view * model * (gl_in[0].gl_Position + vec4( 1.0, 1.0, 0.0, 1.0));
// EmitVertex();
// gl_Position = projection * view * model * (gl_in[0].gl_Position + vec4( 0.0, 1.0, 0.0, 1.0));
// EmitVertex();
// gl_Position = projection * view * model * (gl_in[0].gl_Position + vec4( 0.0, 0.0, 0.0, 1.0));
// EmitVertex();
// EndPrimitive();
// gl_Position = projection * view * model * (gl_in[1].gl_Position + vec4( 1.0, 0.0, 0.0, 1.0));
// EmitVertex();
// gl_Position = projection * view * model * (gl_in[1].gl_Position + vec4( 0.0, 1.0, 0.0, 1.0));
// EmitVertex();
// gl_Position = projection * view * model * (gl_in[1].gl_Position + vec4( 0.0, 0.0, 0.0, 1.0));
// EmitVertex();
// EndPrimitive();
// gl_Position = projection * view * model * (gl_in[2].gl_Position + vec4( 1.0, 0.0, 0.0, 1.0));
// EmitVertex();
// gl_Position = projection * view * model * (gl_in[2].gl_Position + vec4( 0.0, 1.0, 0.0, 1.0));
// EmitVertex();
// gl_Position = projection * view * model * (gl_in[2].gl_Position + vec4( 0.0, 0.0, 0.0, 1.0));
// EmitVertex();
// EndPrimitive();
}