Tweak
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@@ -9,7 +9,8 @@ void main()
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{
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{
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float d = dot(vControls,vControls);
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float d = dot(vControls,vControls);
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if (d > 1) {discard;}
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if (d > 1) {discard;}
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//float d = min(dot(vControls,vControls),1);
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fCol = vec4(vCol.xyz,vCol.w*(1-d));
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fCol = vec4(vCol.xyz,vCol.w*(1-d));
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fPos = vec4(vPos, vCol.w*(1-d));
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fPos = vec4(vPos, fCol.w);
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fNorm = vec4(-vControls, -0.1 + 0.2 * d ,fPos.w);
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fNorm = vec4(-vControls, -0.1 + 0.2 * d ,fCol.w);
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}
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}
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@@ -19,9 +19,9 @@ void main()
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uint k = gl_VertexID % 6;
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uint k = gl_VertexID % 6;
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vCol = unpackUnorm4x8(data[i].col);
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vCol = unpackUnorm4x8(data[i].col);
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vControls = indices[k];
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vControls = indices[k];
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vec3 vPosx = vec3(data[i].pos.xy + 20*vControls, data[i].pos.z);
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//vec3 vPosx = vec3(data[i].pos.xy + 20*vControls, data[i].pos.z);
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gl_Position = theMat * vec4(vPosx,1);
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//gl_Position = theMat * vec4(vPosx,1);
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vPos = data[i].pos;
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//vPos = data[i].pos;
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//vPos = vec3(data[i].pos.xy + 20*vControls, data[i].pos.z);
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vPos = vec3(data[i].pos.xy + 20*vControls, data[i].pos.z);
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//gl_Position = theMat * vec4(vPos,1);
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gl_Position = theMat * vec4(vPos,1);
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}
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}
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+1
-3
@@ -253,7 +253,6 @@ doDrawing' win pdata u = do
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----render transparency depths
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----render transparency depths
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-- glDepthMask GL_TRUE
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-- glDepthMask GL_TRUE
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glDepthFunc GL_ALWAYS
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glDepthFunc GL_ALWAYS
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glDisable GL_BLEND
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withArray [GL_NONE, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $
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withArray [GL_NONE, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $
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glNamedFramebufferDrawBuffers (pdata ^. fboCloud . _1 . unFBO) 3
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glNamedFramebufferDrawBuffers (pdata ^. fboCloud . _1 . unFBO) 3
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withArray [0, 0, 0, 0] $
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withArray [0, 0, 0, 0] $
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@@ -263,7 +262,7 @@ doDrawing' win pdata u = do
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glEnable GL_BLEND
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glEnable GL_BLEND
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-- we sum the positions weighted by alpha, and sum the alpha
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-- we sum the positions weighted by alpha, and sum the alpha
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glBlendFuncSeparatei 1 GL_SRC_ALPHA GL_ONE GL_ONE GL_ONE
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glBlendFuncSeparatei 1 GL_SRC_ALPHA GL_ONE GL_ONE GL_ONE
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-- we sill divide by the alpha later
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-- we divide by the alpha later
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-- and sum the normals weighted by alpha
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-- and sum the normals weighted by alpha
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glBlendFunci 2 GL_SRC_ALPHA GL_ONE
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glBlendFunci 2 GL_SRC_ALPHA GL_ONE
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glUseProgram (pdata ^. cloudShader)
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glUseProgram (pdata ^. cloudShader)
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@@ -319,7 +318,6 @@ doDrawing' win pdata u = do
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glDepthMask GL_FALSE
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glDepthMask GL_FALSE
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withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $
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withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $
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glNamedFramebufferDrawBuffers (pdata ^. fboCloud . _1 . unFBO) 2
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glNamedFramebufferDrawBuffers (pdata ^. fboCloud . _1 . unFBO) 2
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-- $ \ptr -> glDrawBuffers 2 ptr
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glDepthFunc GL_ALWAYS
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glDepthFunc GL_ALWAYS
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glBindTextureUnit 0 (_unTO . snd $ _fboLighting pdata)
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glBindTextureUnit 0 (_unTO . snd $ _fboLighting pdata)
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glEnable GL_BLEND
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glEnable GL_BLEND
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