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float rationStep = 6.

28318 / noInstances;
int i = instance[0];

float step = 1.0 / 15.0;


for (float t = 0; t < 1; t += step)
{
gl_Position = TransformPoint(vec4(rotateY(bezier(t), i * rationStep), 1));
EmitVertex();
gl_Position = TransformPoint(vec4(rotateY(bezier(t + step), i *
rationStep), 1)); EmitVertex();
gl_Position = TransformPoint(vec4(rotateY(bezier(t), (i + 1) * rationStep),
1)); EmitVertex();
EndPrimitive();

gl_Position = TransformPoint(vec4(rotateY(bezier(t + step), i *


rationStep), 1)); EmitVertex();
gl_Position = TransformPoint(vec4(rotateY(bezier(t + step), (i + 1) *
rationStep), 1)); EmitVertex();
gl_Position = TransformPoint(vec4(rotateY(bezier(t), (i + 1) * rationStep),
1)); EmitVertex();
EndPrimitive();
}

vec4 TransformPoint(vec4 initPos)


{
return Projection * View * Model * ((rotationMatrixAll(pRot[0]) * initPos) +
vec4(vpos, 1));
}

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