59 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			59 lines
		
	
	
		
			2.3 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, 0.5, 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( 0.05 + 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();
 | 
						|
        }
 | 
						|
        // 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();
 | 
						|
}   |