23 lines
470 B
GLSL
23 lines
470 B
GLSL
layout(triangles) in;
|
|
layout(line_strip, max_vertices = 6) out;
|
|
|
|
in vec3 normal[];
|
|
|
|
void main()
|
|
{
|
|
for (int i = 0; i < gl_in.length(); i++)
|
|
{
|
|
vec4 pos = gl_in[i].gl_Position;
|
|
gl_Position = pos;
|
|
EmitVertex();
|
|
|
|
pos = inverse(u_projection_matrix) * pos;
|
|
pos /= pos.w;
|
|
gl_Position = u_projection_matrix *
|
|
(pos + 0.2 * vec4(normalize(normal[i]), 0.0));
|
|
EmitVertex();
|
|
|
|
EndPrimitive();
|
|
}
|
|
}
|