Implement something like deferred lighting
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@@ -1,13 +1,13 @@
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#version 430 core
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in vec4 vColor;
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in vec3 vPosition;
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in vec4 vCol;
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in vec3 vPos;
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in vec3 vparams;
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layout (location=0) out vec4 fColor;
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layout (location=1) out vec3 fPosition;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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void main()
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{
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float d = (dot(vec2(vparams.xy),vec2(vparams.xy)));
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if ( d > 1 || d < vparams.z ) {discard;}
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fColor = vColor;
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fPosition = vPosition;
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fCol = vCol;
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fPos = vec4(vPos,1);
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}
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@@ -1,14 +1,14 @@
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#version 430 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 color;
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec4 col;
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layout (location = 2) in vec3 boxXboxYwidth;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 vColor;
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out vec3 vPosition;
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out vec4 vCol;
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out vec3 vPos;
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out vec3 vparams;
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void main() {
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gl_Position = theMat * vec4(position,1);
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vColor = color;
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gl_Position = theMat * vec4(pos,1);
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vCol = col;
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vparams = boxXboxYwidth;
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vPosition = position;
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vPos = pos;
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}
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@@ -2,9 +2,9 @@
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in vec4 vCol;
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in vec3 vPos;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec3 fPos;
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layout (location=1) out vec4 fPos;
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void main()
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{
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fCol = vCol;
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fPos = vPos;
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fPos = vec4(vPos,1);
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}
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@@ -1,7 +1,9 @@
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#version 430 core
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in vec4 vColor;
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out vec4 fColor;
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void main()
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{
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fColor = vColor;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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in vec4 vCol;
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in vec3 vPos;
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void main() {
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fCol = vCol;
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fPos = vec4(vPos,1) ;
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}
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@@ -2,11 +2,13 @@
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layout (location = 0) in vec4 position;
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layout (location = 1) in vec4 color;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 vColor;
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out vec4 vCol;
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out vec3 vPos;
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void main()
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{
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vec4 posxy = theMat * vec4(position.xyz,1);
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vec4 posz = theMat * vec4(position.xyw,1);
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gl_Position = vec4(posxy.xy,posz.z,1);
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vColor = color;
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vCol = color;
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vPos = position.xyz;
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}
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@@ -3,7 +3,8 @@ in vec4 vColor;
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in vec2 boxOut;
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in vec2 boxIn;
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out vec4 fColor;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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void main()
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{
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@@ -12,5 +13,6 @@ void main()
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// float e = sqrt(f(x,wStart)) + sqrt(f(y,wEnd)) - 1.0;
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float e = sqrt(boxIn.x) + sqrt(boxIn.y) - 1.0;
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if ( d < 0 || e > 0) { discard; }
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fColor = vColor;
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fCol = vColor;
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fPos = vec4(0,0,0,0) ;
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}
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@@ -1,15 +1,11 @@
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#version 430 core
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out vec4 FragColor;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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uniform sampler2D aTexture;
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in vec4 gColor;
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in vec2 gTexCoord;
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uniform sampler2D aTexture;
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void main()
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{
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FragColor = texture(aTexture, vec2 (gTexCoord.x * 0.0078125, gTexCoord.y)) * gColor;
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// FragColor = texture(aTexture, vTexCoord);
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// FragColor = gColor;
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// FragColor = vec4 (1,1,1,1);
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fCol = texture(aTexture, vec2 (gTexCoord.x * 0.0078125, gTexCoord.y)) * gColor;
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fPos = vec4(0,0,0,0);
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}
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@@ -1,16 +1,13 @@
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#version 430 core
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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in vec4 gColC;
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in vec4 gColE;
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in vec3 gPos;
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in vec2 gBoundingBox;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec3 fPos;
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void main()
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{
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void main() {
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float d = dot(gBoundingBox,gBoundingBox);
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if ( d > 1) { discard; }
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fCol = mix (gColE , gColC, d);
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fPos = vPos;
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fPos = vec4(gPos,1);
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}
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