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layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec3 geoUvec[];
in float geoRadius[];
in vec4 geoColor[];
in float geoArrayIndex[];
out float fragRadius;
out vec4 fragPosition;
out vec4 fragTexCoord;
out vec4 fragColor;
layout (std140) uniform matrixData {
mat4 modelViewMatrix;
mat4 projMatrix;
};
void main(void)
{
vec3 forward_vec = vec3(0.0, 0.0, 1.0);
vec3 up_vec = normalize(geoUvec[0]);
vec3 right_vec = cross(forward_vec, up_vec);
vec4 pos = vec4(0.0, 0.0, 0.0, 0.0);
right_vec = normalize(right_vec);
pos = (gl_in[0].gl_Position - vec4(geoRadius[0] * up_vec, 0.0) - vec4(geoRadius[0] * right_vec, 0.0));
gl_Position = projMatrix * pos;
fragPosition = pos;
fragTexCoord = vec4(0.0, 0.0, geoArrayIndex[0], 0.0);
fragRadius = geoRadius[0];
fragColor = geoColor[0];
EmitVertex();
pos = (gl_in[0].gl_Position - vec4(geoRadius[0] * up_vec, 0.0) + vec4(geoRadius[0] * right_vec, 0.0));
gl_Position = projMatrix * pos;
fragPosition = pos;
fragTexCoord = vec4(0.0, 1.0, geoArrayIndex[0], 0.0);
fragRadius = geoRadius[0];
fragColor = geoColor[0];
EmitVertex();
pos = (gl_in[0].gl_Position + vec4(geoRadius[0] * up_vec, 0.0) - vec4(geoRadius[0] * right_vec, 0.0));
gl_Position = projMatrix * pos;
fragPosition = pos;
fragTexCoord = vec4(1.0, 0.0, geoArrayIndex[0], 0.0);
fragRadius = geoRadius[0];
fragColor = geoColor[0];
EmitVertex();
pos = (gl_in[0].gl_Position + vec4(geoRadius[0] * up_vec, 0.0) + vec4(geoRadius[0] * right_vec, 0.0));
gl_Position = projMatrix * pos;
fragPosition = pos;
fragTexCoord = vec4(1.0, 1.0, geoArrayIndex[0], 0.0);
fragRadius = geoRadius[0];
fragColor = geoColor[0];
EmitVertex();
EndPrimitive();
}
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