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#version 330
#if defined VERTEX_SHADER
layout (location = 0) in vec2 in_position;
layout (location = 1) in vec2 in_velocity;
// out vec3 vert_velocity;
void main() {
gl_Position = vec4(in_position, 1.0, 1.0);
// vert_velocity = vec3(in_velocity, 0.0);
}
#elif defined GEOMETRY_SHADER
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
uniform mat4 m_proj;
in vec3 vert_velocity[1];
void main() {
const float size = 0.003;
vec3 pos = gl_in[0].gl_Position.xyz;
// vec3 up = normalize(vert_velocity[0]) * size;
// vec3 right = cross(up, vec3(1.0, 0.0, 0.0)) * size;
vec3 up = vec3(0.0, 1.0, 0.0) * size;
vec3 right = vec3(1.0, 0.0, 0.0) * size;
gl_Position = m_proj * vec4(pos + (right + up), 1.0);
EmitVertex();
gl_Position = m_proj * vec4(pos + (-right + up), 1.0);
EmitVertex();
gl_Position = m_proj * vec4(pos + (right - up), 1.0);
EmitVertex();
gl_Position = m_proj * vec4(pos + (-right - up), 1.0);
EmitVertex();
EndPrimitive();
}
#elif defined FRAGMENT_SHADER
out vec4 outColor;
void main() {
outColor = vec4(1.0);
}
#endif
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