Remove unnecessary uniforms
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@@ -3,11 +3,9 @@ layout (points) in;
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layout (triangle_strip, max_vertices = 11) out;
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uniform vec2 lightPos;
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uniform mat4 perpMat;
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uniform mat4 worldMat;
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uniform float facesToDraw;
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vec2 lightPosa = ( perpMat * vec4(lightPos,0,1) ).xy;
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vec2 lightPosa = ( worldMat * vec4(lightPos,0,1) ).xy;
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vec4 shift (vec4 p)
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{ return vec4 (p.xy + (200 * (p.xy-lightPos)), 0 , 1);
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@@ -30,19 +28,14 @@ vec4 p6 = shift(p2);
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vec4 p7 = vec4 (p6.xy,-0.5,1);
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vec4 p8 = vec4 (p5.xy,-0.5,1);
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vec4 a1 = perpMat * p1;
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vec4 a2 = perpMat * p2;
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vec4 a3 = perpMat * p3;
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vec4 a4 = perpMat * p4;
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vec4 a5 = perpMat * p5;
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vec4 a6 = perpMat * p6;
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vec4 a7 = perpMat * p7;
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vec4 a8 = perpMat * p8;
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// gl_Position = a1; EmitVertex();
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// gl_Position = a5; EmitVertex();
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// gl_Position = a2; EmitVertex();
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// gl_Position = a6; EmitVertex();
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vec4 a1 = worldMat * p1;
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vec4 a2 = worldMat * p2;
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vec4 a3 = worldMat * p3;
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vec4 a4 = worldMat * p4;
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vec4 a5 = worldMat * p5;
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vec4 a6 = worldMat * p6;
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vec4 a7 = worldMat * p7;
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vec4 a8 = worldMat * p8;
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gl_Position = a4; EmitVertex();
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gl_Position = a3; EmitVertex();
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@@ -59,35 +52,3 @@ vec4 a8 = perpMat * p8;
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EndPrimitive();
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} else {}
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}
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// // void main()
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// // {
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// // vec4 frontL4 = worldMat * vec4(gl_in[0].gl_Position.xy, 0 ,1);
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// // vec4 frontR4 = worldMat * vec4(gl_in[0].gl_Position.zw, 0 ,1);
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// // vec2 frontL = frontL4.xy;
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// // vec2 frontR = frontR4.xy;
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// //
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// // emitLine (frontR);
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// // emitLine (frontL);
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// // EndPrimitive();
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// // }
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// gl_Position = perspective * worldMat * p4; EmitVertex();
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// gl_Position = perspective * worldMat * p3; EmitVertex();
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// gl_Position = perspective * worldMat * p7; EmitVertex();
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// gl_Position = perspective * worldMat * p8; EmitVertex();
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// gl_Position = perspective * worldMat * p5; EmitVertex();
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// gl_Position = perspective * worldMat * p3; EmitVertex();
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// gl_Position = perspective * worldMat * p1; EmitVertex();
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// gl_Position = perspective * worldMat * p4; EmitVertex();
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// gl_Position = perspective * worldMat * p2; EmitVertex();
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// gl_Position = perspective * worldMat * p7; EmitVertex();
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// gl_Position = perspective * worldMat * p6; EmitVertex();
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// gl_Position = perspective * worldMat * p5; EmitVertex();
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//void emitLine (vec2 pa)
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//{
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// gl_Position = vec4 (pa, 0, 1);
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// EmitVertex();
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// gl_Position = shift (vec4 (pa,0,1)); //vec4 (pa + (200 * (pa - lightPosa)), 0 , 1);
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// EmitVertex();
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//}
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@@ -6,7 +6,7 @@ out vec3 dField;
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out float lum;
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uniform vec2 lightPos;
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uniform mat4 perpMat;
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uniform mat4 worldMat;
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uniform vec2 radLum;
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float isLHS (vec2 startV, vec2 testV)
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@@ -31,10 +31,10 @@ if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
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vec2 d1 = p1.xy - lightPos;
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vec2 d2 = p2.xy - lightPos;
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vec4 a1 = shiftCloser( perpMat * p1 );
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vec4 a2 = shiftCloser( perpMat * p2 );
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vec4 a3 = shiftCloser( perpMat * p3 );
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vec4 a4 = shiftCloser( perpMat * p4 );
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vec4 a1 = shiftCloser( worldMat * p1 );
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vec4 a2 = shiftCloser( worldMat * p2 );
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vec4 a3 = shiftCloser( worldMat * p3 );
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vec4 a4 = shiftCloser( worldMat * p4 );
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dField = vec3( d1.x/rad, d1.y/rad, 0);
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gl_Position = a1;
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