#version 330 core #define PI 3.14 layout (lines) in; layout (triangle_strip, max_vertices = 16) out; in float thickness[]; uniform float Ratio; void main2() { float r = sqrt(Ratio); vec4 l1 = gl_in[0].gl_Position; vec4 l2 = gl_in[1].gl_Position; vec2 l1p = l1.xy / l1.w; vec2 l2p = l2.xy / l2.w; float t1 = thickness[0] / l1.w; float t2 = thickness[1] / l2.w; vec2 l = normalize(vec2(l2p.x / r, l2p.y * r) - vec2(l1p.x / r, l1p.y * r)); vec2 tmp = vec2(-l.y, l.x); vec2 tmp_poj = vec2(tmp.x * r, tmp.y / r); vec2 l_poj = vec2(l.x * r, l.y / r); vec2 p1 = l1p.xy + (tmp_poj * t1); vec2 p2 = l1p.xy - (tmp_poj * t1); vec2 p3 = l2p.xy + (tmp_poj * t2); vec2 p4 = l2p.xy - (tmp_poj * t2); gl_Position = vec4(p1.x, p1.y , l1.z, 1); EmitVertex(); gl_Position = vec4(p2.x, p2.y, l1.z, 1); EmitVertex(); gl_Position = vec4(p3.x, p3.y, l2.z, 1); EmitVertex(); gl_Position = vec4(p4.x, p4.y, l2.z, 1); EmitVertex(); EndPrimitive(); p1 = l1p.xy + (tmp_poj * t1); p2 = l1p.xy - (tmp_poj * t1); p3 = l1p.xy + (tmp_poj * t1) - (l_poj * t1) / 2.f; p4 = l1p.xy - (tmp_poj * t1) - (l_poj * t1) / 2.f; vec2 p5 = l1p.xy + (tmp_poj * t1) / 2.f - (l_poj * t1); vec2 p6 = l1p.xy - (tmp_poj * t1) / 2.f - (l_poj * t1); gl_Position = vec4(p1.x, p1.y, l1.z, 1); EmitVertex(); gl_Position = vec4(p2.x, p2.y, l1.z, 1); EmitVertex(); gl_Position = vec4(p3.x, p3.y, l1.z, 1); EmitVertex(); gl_Position = vec4(p4.x, p4.y, l1.z, 1); EmitVertex(); gl_Position = vec4(p5.x, p5.y, l1.z, 1); EmitVertex(); gl_Position = vec4(p6.x, p6.y, l1.z, 1); EmitVertex(); EndPrimitive(); p1 = l2p.xy + (tmp_poj * t2); p2 = l2p.xy - (tmp_poj * t2); p3 = l2p.xy + (tmp_poj * t2) + (l_poj * t2) / 2.f; p4 = l2p.xy - (tmp_poj * t2) + (l_poj * t2) / 2.f; p5 = l2p.xy + (tmp_poj * t2) / 2.f + (l_poj * t2); p6 = l2p.xy - (tmp_poj * t2) / 2.f + (l_poj * t2); gl_Position = vec4(p1.x, p1.y, l2.z, 1); EmitVertex(); gl_Position = vec4(p2.x, p2.y, l2.z, 1); EmitVertex(); gl_Position = vec4(p3.x, p3.y, l2.z, 1); EmitVertex(); gl_Position = vec4(p4.x, p4.y, l2.z, 1); EmitVertex(); gl_Position = vec4(p5.x, p5.y, l2.z, 1); EmitVertex(); gl_Position = vec4(p6.x, p6.y, l2.z, 1); EmitVertex(); EndPrimitive(); } void main() { float r = sqrt(Ratio); vec4 l1 = gl_in[0].gl_Position; vec4 l2 = gl_in[1].gl_Position; vec2 l1p = l1.xy / l1.w; vec2 l2p = l2.xy / l2.w; float t1 = thickness[0] / l1.w; float t2 = thickness[1] / l2.w; vec2 l = normalize(vec2(l2p.x / r, l2p.y * r) - vec2(l1p.x / r, l1p.y * r)); vec2 tmp = vec2(-l.y, l.x); vec2 tmp_poj = vec2(tmp.x * r, tmp.y / r); vec2 l_poj = vec2(l.x * r, l.y / r); vec2 p1 = l1p.xy + (tmp_poj * t1); vec2 p2 = l1p.xy - (tmp_poj * t1); vec2 p3 = l2p.xy + (tmp_poj * t2); vec2 p4 = l2p.xy - (tmp_poj * t2); gl_Position = vec4(p1.x * l1.w, p1.y * l1.w, l1.z, l1.w); EmitVertex(); gl_Position = vec4(p2.x * l1.w, p2.y * l1.w, l1.z, l1.w); EmitVertex(); gl_Position = vec4(p3.x * l2.w, p3.y * l2.w, l2.z, l2.w); EmitVertex(); gl_Position = vec4(p4.x * l2.w, p4.y * l2.w, l2.z, l2.w); EmitVertex(); EndPrimitive(); p1 = l1p.xy + (tmp_poj * t1); p2 = l1p.xy - (tmp_poj * t1); p3 = l1p.xy + (tmp_poj * t1) - (l_poj * t1) / 2.f; p4 = l1p.xy - (tmp_poj * t1) - (l_poj * t1) / 2.f; vec2 p5 = l1p.xy + (tmp_poj * t1) / 2.f - (l_poj * t1); vec2 p6 = l1p.xy - (tmp_poj * t1) / 2.f - (l_poj * t1); gl_Position = vec4(p1.x * l1.w, p1.y * l1.w, l1.z, 1 * l1.w); EmitVertex(); gl_Position = vec4(p2.x * l1.w, p2.y * l1.w, l1.z, 1 * l1.w); EmitVertex(); gl_Position = vec4(p3.x * l1.w, p3.y * l1.w, l1.z, 1 * l1.w); EmitVertex(); gl_Position = vec4(p4.x * l1.w, p4.y * l1.w, l1.z, 1 * l1.w); EmitVertex(); gl_Position = vec4(p5.x * l1.w, p5.y * l1.w, l1.z, 1 * l1.w); EmitVertex(); gl_Position = vec4(p6.x * l1.w, p6.y * l1.w, l1.z, 1 * l1.w); EmitVertex(); EndPrimitive(); p1 = l2p.xy + (tmp_poj * t2); p2 = l2p.xy - (tmp_poj * t2); p3 = l2p.xy + (tmp_poj * t2) + (l_poj * t2) / 2.f; p4 = l2p.xy - (tmp_poj * t2) + (l_poj * t2) / 2.f; p5 = l2p.xy + (tmp_poj * t2) / 2.f + (l_poj * t2); p6 = l2p.xy - (tmp_poj * t2) / 2.f + (l_poj * t2); gl_Position = vec4(p1.x * l2.w, p1.y * l2.w, l2.z, 1 * l2.w); EmitVertex(); gl_Position = vec4(p2.x * l2.w, p2.y * l2.w, l2.z, 1 * l2.w); EmitVertex(); gl_Position = vec4(p3.x * l2.w, p3.y * l2.w, l2.z, 1 * l2.w); EmitVertex(); gl_Position = vec4(p4.x * l2.w, p4.y * l2.w, l2.z, 1 * l2.w); EmitVertex(); gl_Position = vec4(p5.x * l2.w, p5.y * l2.w, l2.z, 1 * l2.w); EmitVertex(); gl_Position = vec4(p6.x * l2.w, p6.y * l2.w, l2.z, 1 * l2.w); EmitVertex(); EndPrimitive(); }