/* Copyright (c) 2023, Mobica Limited * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #version 450 layout (triangles) in; layout (line_strip, max_vertices = 2) out; layout (binding = 1) uniform UniformBufferObject { mat4 model; mat4 view; mat4 proj; } ubo; layout (location = 0) in vec3 inNormal[]; layout (location = 0) out vec3 outColor; void main(void) { float normalLength = 0.1f; //middle point of triangle vec3 pos = (gl_in[0].gl_Position.xyz + gl_in[1].gl_Position.xyz + gl_in[2].gl_Position.xyz)/3.0f; vec3 normal = inNormal[0].xyz; //line vertices gl_Position = ubo.proj * ubo.view * ubo.model * vec4(pos, 1.0f); outColor = vec3(1.0f, 0.0f, 0.0f); EmitVertex(); gl_Position = ubo.proj * ubo.view * ubo.model * vec4(pos + normal * normalLength, 1.0f); outColor = vec3(0.0f, 0.0f, 1.0f); EmitVertex(); EndPrimitive(); }