Add shaders that will just return positional information
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#version 430 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 5) out;
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in vec4 vColor[];
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in vec2 vPosOff[];
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in float vRadMag[];
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out vec4 gColor;
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out float wStart;
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out float wEnd;
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out vec3 gBoundingBox;
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out vec2 box2 ;
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vec2 normV2 (vec2 v)
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{ return vec2(-v.y,v.x) ;
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}
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float lhs (vec2 da, vec2 db)
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{ return sign(dot(da, normV2(db))) ;
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}
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float extrapolate (vec2 inOne, vec2 inZeroA, vec2 inZeroB, vec2 xy)
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{
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float det = inOne.x * (inZeroA.y - inZeroB.y)
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+ inZeroA.x * (inZeroB.y - inOne.y)
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+ inZeroB.x * (inOne.y - inZeroA.y)
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;
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float r = (inZeroA.y - inZeroB.y) ;
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float s = (inZeroB.x - inZeroA.x) ;
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float t = (inZeroA.x * inZeroB.y - inZeroB.x * inZeroA.y) ;
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return r * xy.x + s * xy.y + t
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/ det ;
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}
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void main()
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{
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vec3 pa = gl_in[0].gl_Position.xyz;
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vec3 pb = gl_in[1].gl_Position.xyz;
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vec3 pc = gl_in[2].gl_Position.xyz;
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wStart = vRadMag [0];
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wEnd = vRadMag [2];
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box2 = vec2 (1,0);
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gBoundingBox = vec3 (0.9,0.1,0);
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gColor = vColor[0];
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gl_Position = vec4 (vPosOff[0] , pa.z , 1);
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EmitVertex();
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box2 = vec2 (0,1);
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gBoundingBox = vec3 (0.1,0.9,0);
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gColor = vColor[2];
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gl_Position = vec4 (vPosOff[2] , pc.z , 1);
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EmitVertex();
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box2 = vec2( extrapolate(vPosOff[0],vPosOff[2],pb.xy,pa.xy)
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, extrapolate(vPosOff[2],vPosOff[0],pb.xy,pa.xy)
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) ;
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box2 = vec2(0.2,0);
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gBoundingBox = vec3 (1,0,1);
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gColor = vColor[0];
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gl_Position = vec4 (pa, 1);
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EmitVertex();
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box2 = vec2( extrapolate(vPosOff[0],vPosOff[2],pb.xy,pc.xy)
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, extrapolate(vPosOff[2],vPosOff[0],pb.xy,pc.xy)
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) ;
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box2 = vec2(0,0.2);
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gBoundingBox = vec3 (0,1,1);
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gColor = vColor[2];
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gl_Position = vec4 (pc, 1);
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EmitVertex();
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box2 = vec2( 0,0 ) ;
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gBoundingBox = vec3 (0,0,0);
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gColor = vColor[1];
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gl_Position = vec4 (pb, 1);
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EmitVertex();
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EndPrimitive();
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}
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