6 layout(points, max_vertices = 1) out;
10 uniform
double radius;
11 uniform
double aspect;
21 bool escaped = ! (cne1[0].w <= 0.0);
24 float logz2 = log(
float(z2));
25 float i =
float(1.0 + cne1[0].z - clamp(
double(log2(
float(logz2 / loger2))), 0.00001, 0.99999));
28 float d =
float(logz2 * sqrt(z2 / dz2) * pxs);
32 float e =
float(err1[0]);
33 ida1 = vec4(i, e, d, 0.0);
34 dvec2 pos = (cne1[0].xy - center) / radius * dvec2(aspect, 1.0);
35 gl_Position = vec4(pos, 0.0, 1.0);