#version 460 core layout(isolines, equal_spacing, cw) in; flat in ivec3 c_pos[][2]; flat in ivec2 c_cpos[]; flat in float c_reps[]; flat in float c_angles[][2]; flat in float c_radius[]; flat out ivec3 pos; flat out mat2 rot; flat out float tpos; flat out float dist; const float startTolerance = 1. / 200.; const float endTolerance = 1. - startTolerance; include(`networkCommon.glsl') mat2 getRot(float angle) { return mat2(cos(angle), sin(angle), -sin(angle), cos(angle)); } void main() { const float angle = mix(c_angles[0][1], c_angles[0][0], gl_TessCoord.x); rot = getRot(angle); if (gl_TessCoord.x < startTolerance) { pos = c_pos[0][1]; } else if (gl_TessCoord.x > endTolerance) { pos = c_pos[0][0]; } else { const int height = int(mix(c_pos[0][1].z, c_pos[0][0].z, gl_TessCoord.x)); pos = ivec3(c_cpos[0] + ivec2(rot * vec2(c_radius[0], 0)), height); } tpos = c_reps[0] * gl_TessCoord.x; dist = viewPointDist(pos); }