// ================
// Vertex shader:
// ================
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
out VS_OUT {
vec3 normal;
} vs_out;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0f);
mat3 normalMatrix = mat3(transpose(inverse(view * model)));
vs_out.normal = vec3(projection * vec4(normalMatrix * normal, 1.0));
}
// ================
// Fragment shader:
// ================
#version 330 core
out vec4 color;
void main()
{
color = vec4(1.0f, 1.0f, 0.0f, 1.0f);
}
// ================
// Geometry shader:
// ================
#version 330 core
layout (triangles) in;
layout (line_strip, max_vertices = 6) out;
in VS_OUT {
vec3 normal;
} gs_in[];
const float MAGNITUDE = 0.2f;
void GenerateLine(int index)
{
gl_Position = gl_in[index].gl_Position;
EmitVertex();
gl_Position = gl_in[index].gl_Position + vec4(gs_in[index].normal, 0.0f) * MAGNITUDE;
EmitVertex();
EndPrimitive();
}
void main()
{
GenerateLine(0); // First vertex normal
GenerateLine(1); // Second vertex normal
GenerateLine(2); // Third vertex normal
}
HI