#version 330 core const float RAIL_HEIGHT = 250; const vec3[] profile = vec3[]( // vec3(-1900.F, 0.F, 0.F), // vec3(-608.F, 0.F, RAIL_HEIGHT), // vec3(0, 0.F, RAIL_HEIGHT * .7F), // vec3(608.F, 0.F, RAIL_HEIGHT), // vec3(1900.F, 0.F, 0.F)); const float[profile.length()] texturePos = float[](0, 0.34, 0.5, 0.65, 1); flat in ivec3 apos[]; flat in ivec3 bpos[]; flat in mat2 rot[]; flat in float reps[]; flat in float dist[]; layout(points) in; layout(triangle_strip, max_vertices = 10) out; uniform mat4 viewProjection; uniform ivec3 viewPoint; uniform int clipDistance = 5000000; uniform int flatDistance = 1000000; out vec2 texCoord; out vec3 rposition; void doEnd(const ivec3 end, int v, float texY) { rposition = vec3(rot[0] * profile[v].xy, profile[v].z); ivec3 vpos = end + ivec3(rposition); gl_Position = viewProjection * vec4(vpos - viewPoint, 1); texCoord = vec2(texturePos[v], texY); EmitVertex(); } void main() { if (dist[0] < clipDistance) { int vstep = (dist[0] < flatDistance) ? 1 : profile.length() - 1; for (int v = 0; v < profile.length(); v += vstep) { doEnd(bpos[0], v, reps[0]); doEnd(apos[0], v, 0); } EndPrimitive(); } }