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#version 330
#if defined VERTEX_SHADER
in vec3 in_position;
void main() {
gl_Position = vec4(in_position, 1.0);
}
#elif defined GEOMETRY_SHADER
layout (lines) in;
layout (triangle_strip, max_vertices = 4) out;
uniform mat4 m_proj;
uniform mat4 m_model;
uniform mat4 m_cam;
void main() {
const float size = 0.03;
vec3 a = gl_in[0].gl_Position.xyz;
vec3 b = gl_in[1].gl_Position.xyz;
vec3 up = vec3(0.0, 1.0, 0.0) * size;
vec3 right = vec3(1.0, 0.0, 0.0) * size;
mat4 mvp = m_proj * m_cam * m_model;
gl_Position = mvp * vec4(a - up, 1.0);
EmitVertex();
gl_Position = mvp * vec4(a + up, 1.0);
EmitVertex();
gl_Position = mvp * vec4(b - up, 1.0);
EmitVertex();
gl_Position = mvp * vec4(b + up, 1.0);
EmitVertex();
EndPrimitive();
}
#elif defined FRAGMENT_SHADER
out vec4 outColor;
uniform vec4 color;
void main() {
outColor = color;
}
#endif
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