Cleanup
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@@ -6,7 +6,6 @@ in vec2 vTexAng[];
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out float gAng;
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out vec2 tPos;
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out vec4 gPos;
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out vec4 gNorm;
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out vec3 gTexCoords;
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// consider using isLHS to check if the wall is facing the center
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float isLHS (vec2 startV, vec2 testV)
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@@ -25,19 +24,15 @@ void main()
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float tcoordx = dist / 50;
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vec4 norm = vec4( d.y, -d.x, 0, 0);
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gPos = p1; tPos = vec2 ( 1,-1) ; gl_Position = vec4(theMat * p1);
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gNorm = gPos - norm;
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gTexCoords = vec3 (0,0,tcoordz);
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EmitVertex();
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gPos = p3; tPos = vec2 ( 1, 1) ; gl_Position = vec4(theMat * p3);
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gNorm = gPos - norm;
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gTexCoords = vec3 (0,2,tcoordz);
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EmitVertex();
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gPos = p2; tPos = vec2 (-1,-1) ; gl_Position = vec4(theMat * p2);
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gNorm = gPos - norm;
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gTexCoords = vec3 (tcoordx,0,tcoordz);
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EmitVertex();
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gPos = p4; tPos = vec2 (-1, 1) ; gl_Position = vec4(theMat * p4);
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gNorm = gPos - norm;
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gTexCoords = vec3 (tcoordx,2,tcoordz);
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EmitVertex();
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EndPrimitive();
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