#version 150 // see as reference: https://github.com/mhalber/Lines/blob/master/geometry_shader_lines.h // https://stackoverflow.com/questions/52928678/dashed-line-in-opengl3 layout(lines) in; layout(triangle_strip, max_vertices = 4) out; const float aa_radius = 0.5; uniform vec2 viewport_size; uniform float width; in float coord_s[]; out float line_width; // x = v tex coord, y = s coord out vec2 seg_params; void main() { vec2 ndc_0 = gl_in[0].gl_Position.xy / gl_in[0].gl_Position.w; vec2 ndc_1 = gl_in[1].gl_Position.xy / gl_in[1].gl_Position.w; vec2 dir = normalize((ndc_1 - ndc_0) * viewport_size); vec2 normal_dir = vec2(-dir.y, dir.x); line_width = max(1.0, width) + 2.0 * aa_radius; float half_line_width = 0.5 * line_width; vec2 normal = vec2(line_width / viewport_size[0], line_width / viewport_size[1]) * normal_dir; seg_params = vec2(-half_line_width, coord_s[0]); gl_Position = vec4((ndc_0 + normal) * gl_in[0].gl_Position.w, gl_in[0].gl_Position.zw); EmitVertex(); seg_params = vec2(-half_line_width, coord_s[0]); gl_Position = vec4((ndc_0 - normal) * gl_in[0].gl_Position.w, gl_in[0].gl_Position.zw); EmitVertex(); seg_params = vec2(half_line_width, coord_s[1]); gl_Position = vec4((ndc_1 + normal) * gl_in[1].gl_Position.w, gl_in[1].gl_Position.zw); EmitVertex(); seg_params = vec2(half_line_width, coord_s[1]); gl_Position = vec4((ndc_1 - normal) * gl_in[1].gl_Position.w, gl_in[1].gl_Position.zw); EmitVertex(); EndPrimitive(); }