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2015-02-23 22:39:46 +01:00
layout (points) in;
layout (line_strip) out;
layout (max_vertices = 11) out;
uniform mat4 g_WorldViewProjectionMatrix;
const float PI = 3.1415926;
void main(){
for (int i = 0; i <= 10; i++) {
float ang = PI * 2.0 / 10.0 * i;
vec4 offset = vec4(cos(ang) * 5, -sin(ang) * 5, 0.0, 0.0);
gl_Position = g_WorldViewProjectionMatrix*vec4(gl_in[0].gl_Position.xyz + offset.xyz,1.0);
EmitVertex();
}
EndPrimitive();
}