Commit before fully removing uniforms other than the matrix
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@@ -2,10 +2,9 @@
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in vec2 gTexPos;
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out vec4 fColor;
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uniform sampler2D aTexture;
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void main()
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{
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// fColor = vec4 (1,1,0,1);
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fColor = texture(aTexture, gTexPos);
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fColor = vec4 (0.5,0.2,0,1);
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// fColor = texture(aTexture, gTexPos);
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}
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@@ -1,43 +1,15 @@
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#version 430 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec4 vParams [];
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in vec2 vWinSize [];
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out vec2 gTexPos;
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uniform vec2 winSize;
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uniform vec2 translation;
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uniform float zoom;
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uniform float rotation;
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vec2 rotBy( float rot, vec2 v)
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{
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return vec2 ( v.x * cos(rot) - v.y * sin(rot)
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, v.x * sin(rot) + v.y * cos(rot)
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);
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}
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void main()
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{
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vec2 cPos = vec2(translation.x / 250 , translation.y /250 );
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// float zoom = vParams[0].w;
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float rot = 0 - rotation;
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float x = winSize.x / (500*zoom) ;
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float y = winSize.y / (500*zoom) ;
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gTexPos = cPos + rotBy(-rot , vec2(x,y));
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gl_Position = vec4 (1,1,0.9,1);
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EmitVertex();
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gTexPos = cPos + rotBy(-rot , vec2(x,-y));
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gl_Position = vec4 (1,-1,0.9,1);
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EmitVertex();
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gTexPos = cPos + rotBy(-rot , vec2(-x,y));
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gl_Position = vec4 (-1,1,0.9,1);
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EmitVertex();
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gTexPos = cPos + rotBy(-rot , vec2(-x,-y));
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gl_Position = vec4 (-1,-1,0.9,1);
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EmitVertex();
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EndPrimitive();
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}
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@@ -1,18 +1,8 @@
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#version 430 core
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layout (location = 0) in vec4 params;
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layout (location = 1) in vec2 texCoor;
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out vec4 vParams;
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out vec2 vWinSize;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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uniform mat4 worldMat;
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void main()
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{
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gl_Position = vec4(0,0,0,0);
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vParams = params;
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vWinSize = winSize;
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}
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@@ -1,10 +1,7 @@
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#version 430 core
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in float lum;
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in vec2 dField;
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out vec4 fColor;
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void main()
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{
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float c = pow (1 - min(1, dot(dField,dField)) , 2) * lum ;
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@@ -4,31 +4,25 @@ layout (triangle_strip, max_vertices = 4) out;
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out float lum;
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out vec2 dField;
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uniform vec2 winSize;
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uniform float zoom;
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uniform mat4 worldMat;
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void main()
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{
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lum = gl_in[0].gl_Position.w;
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vec4 cenPos = worldMat * vec4( gl_in[0].gl_Position.xy, 0 , 1);
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float gRad = gl_in[0].gl_Position.z * zoom * 2;
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vec4 cenPos = vec4( gl_in[0].gl_Position.xy, 0 , 1);
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float gRad = gl_in[0].gl_Position.z;
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dField = vec2 ( 1, 1);
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gl_Position
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= vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
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gl_Position = worldMat * vec4 (cenPos.x + gRad, cenPos.y + gRad, -0 , 1);
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EmitVertex();
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dField = vec2 (-1, 1);
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gl_Position
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= vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
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gl_Position = worldMat * vec4 (cenPos.x - gRad, cenPos.y + gRad, -0 , 1);
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EmitVertex();
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dField = vec2 ( 1,-1);
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gl_Position
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= vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
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gl_Position = worldMat * vec4 (cenPos.x + gRad, cenPos.y - gRad, -0 , 1);
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EmitVertex();
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dField = vec2 (-1,-1);
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gl_Position
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= vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
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gl_Position = worldMat * vec4 (cenPos.x - gRad, cenPos.y - gRad, -0 , 1);
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EmitVertex();
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EndPrimitive();
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