81 lines
2.4 KiB
GLSL
81 lines
2.4 KiB
GLSL
#version 330 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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in VS_OUT{
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vec3 Extents;
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vec3 Normal;
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float BlockType;
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} gs_in[];
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out vec3 TexCoord;
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out vec3 Normal;
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out vec3 FragPos;
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uniform mat4 view;
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uniform mat4 projection;
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void main(){
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Normal = gs_in[0].Normal;
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TexCoord = vec3(0.0, 0.0, gs_in[0].BlockType);
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gl_Position = gl_in[0].gl_Position;
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FragPos = vec3(gl_Position);
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gl_Position = projection * view * gl_Position;
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EmitVertex();
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if(gs_in[0].Extents.x == 0){
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TexCoord = vec3(0.0, gs_in[0].Extents.z, gs_in[0].BlockType);
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gl_Position = gl_in[0].gl_Position + vec4(0.0, 0.0, gs_in[0].Extents.z, 0.0);
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FragPos = vec3(gl_Position);
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gl_Position = projection * view * gl_Position;
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EmitVertex();
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TexCoord = vec3(gs_in[0].Extents.y, 0.0, gs_in[0].BlockType);
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gl_Position = gl_in[0].gl_Position + vec4(0.0, gs_in[0].Extents.y, 0.0, 0.0);
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FragPos = vec3(gl_Position);
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gl_Position = projection * view * gl_Position;
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EmitVertex();
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TexCoord = vec3(gs_in[0].Extents.y, gs_in[0].Extents.z, gs_in[0].BlockType);
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}
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else if(gs_in[0].Extents.y == 0){
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TexCoord = vec3(0.0, gs_in[0].Extents.z, gs_in[0].BlockType);
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gl_Position = gl_in[0].gl_Position + vec4(0.0, 0.0, gs_in[0].Extents.z, 0.0);
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FragPos = vec3(gl_Position);
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gl_Position = projection * view * gl_Position;
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EmitVertex();
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TexCoord = vec3(gs_in[0].Extents.x, 0.0, gs_in[0].BlockType);
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gl_Position = gl_in[0].gl_Position + vec4(gs_in[0].Extents.x, 0.0, 0.0, 0.0);
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FragPos = vec3(gl_Position);
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gl_Position = projection * view * gl_Position;
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EmitVertex();
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TexCoord = vec3(gs_in[0].Extents.x, gs_in[0].Extents.z, gs_in[0].BlockType);
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}
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else{
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TexCoord = vec3(gs_in[0].Extents.x, 0.0, gs_in[0].BlockType);
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gl_Position = gl_in[0].gl_Position + vec4(gs_in[0].Extents.x, 0.0, 0.0, 0.0);
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FragPos = vec3(gl_Position);
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gl_Position = projection * view * gl_Position;
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EmitVertex();
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TexCoord = vec3(0.0, gs_in[0].Extents.y, gs_in[0].BlockType);
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gl_Position = gl_in[0].gl_Position + vec4(0.0, gs_in[0].Extents.y, 0.0, 0.0);
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FragPos = vec3(gl_Position);
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gl_Position = projection * view * gl_Position;
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EmitVertex();
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TexCoord = vec3(gs_in[0].Extents.x, gs_in[0].Extents.y, gs_in[0].BlockType);
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}
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gl_Position = gl_in[0].gl_Position + vec4(gs_in[0].Extents, 0.0);
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FragPos = vec3(gl_Position);
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gl_Position = projection * view * gl_Position;
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EmitVertex();
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EndPrimitive();
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}
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