13void emit_vertex_2(in
int i, in vec2 offset, in
bool do_clip) {
14#ifndef GLUP_NO_GL_CLIPPING
15 if(glupIsEnabled(GLUP_CLIPPING)) {
17 clip_distance(vertex_clip_space_in(i),do_clip);
20 gl_Position = vertex_clip_space_in(i) / vertex_clip_space_in(i).w ;
21 gl_Position.x += offset.x;
22 gl_Position.y += offset.y;
23 gl_Position.z -= 0.001;
24 VertexOut.vertex_clip_space = gl_Position;
25 if(glupIsEnabled(GLUP_VERTEX_COLORS)) {
26 VertexOut.color = color_in(i);
28 if(glupIsEnabled(GLUP_TEXTURING)) {
29 VertexOut.tex_coord = tex_coord_in(i);
35 gl_PrimitiveID = gl_PrimitiveIDIn;
37 R = 2.0*(GLUP.mesh_width/(GLUP.viewport[2]+GLUP.viewport[3]));
38 p1_ndc = vertex_clip_space_in(0).xy / vertex_clip_space_in(0).w;
39 p2_ndc = vertex_clip_space_in(1).xy / vertex_clip_space_in(1).w;
42 emit_vertex_2(0,-U-V,
true);
43 emit_vertex_2(0,-U+V,
true);
44 emit_vertex_2(1, U-V,
true);
45 emit_vertex_2(1, U+V,
true);
vec3 normalize(vec3 v)
Computes a normalized vector.
vecng< 2, Numeric::float64 > vec2
Represents points and vectors in 2d.