#version 330 core flat in ivec3 apos[]; flat in ivec3 bpos[]; flat in ivec3 cpos[]; flat in float reps[]; flat in float aangle[]; flat in float bangle[]; flat in float radius[]; layout(points) in; layout(triangle_strip, max_vertices = GL_MAX_GEOMETRY_OUTPUT_VERTICES) out; const mat2 rot = mat2(1); include(`networkCommon.glsl') mat2 getRot(float angle) { return mat2(cos(angle), sin(angle), -sin(angle), cos(angle)); } void main() { float segs = clamp( round(reps[0] * radius[0] / 1000), 4, floor(uint(GL_MAX_GEOMETRY_OUTPUT_VERTICES) / (profileLength * 2u))); vec3 arcstep = vec3((bangle[0] - aangle[0]), // angle reps[0], // texture (bpos[0].z - apos[0].z)) // height / segs; ivec3 prevPos = apos[0]; mat2 prevRot = getRot(aangle[0]); float prevTex = 0; for (vec3 arc = arcstep; arc.y < reps[0] - 0.01; arc += arcstep) { mat2 rot = getRot(arc.x + aangle[0]); ivec3 pos = cpos[0] + ivec3(rot * vec2(radius[0], 0), arc.z); float tex = arc.y; doSeg(segDist(prevPos, pos), pos, prevPos, tex, prevTex, rot, prevRot); prevPos = pos; prevRot = rot; prevTex = tex; } doSeg(segDist(prevPos, bpos[0]), bpos[0], prevPos, reps[0], prevTex, getRot(bangle[0]), prevRot); }