18 lines
398 B
GLSL
18 lines
398 B
GLSL
#version 330 core
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layout (points) in;
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layout (triangle_strip, max_vertices=3) out;
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uniform float zoom;
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void main()
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{
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gl_Position = gl_in[0].gl_Position + vec4(-0.1, 0.0, 0.0, 0.0) * zoom;
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EmitVertex();
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gl_Position = gl_in[0].gl_Position + vec4(0.0, 0.1, 0.0, 0.0) * zoom;
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EmitVertex();
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gl_Position = gl_in[0].gl_Position + vec4(0.1, 0.0, 0.0, 0.0) * zoom;
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EmitVertex();
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EndPrimitive();
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}
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