Draw walls using vertex pulling
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#version 450 core
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struct PosTex { vec4 pospos; vec4 texang; };
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std430, binding = 2) readonly buffer Pos { PosTex data[]; };
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out float vAng;
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out vec4 vPos;
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out vec3 vTexCoords;
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int indices[6] = {0,1,3,0,3,2};
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void main()
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{
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vec4 texang = data[gl_VertexID / 6].texang;
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vec4 pp = data[gl_VertexID / 6].pospos;
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int j = indices[gl_VertexID % 6];
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float z = (j > 1.5 ? 100 : 0);
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vec2 xy = (j % 2 > 0 ? pp.xy : pp.zw);
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vPos = vec4( xy, z, 1);
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gl_Position = theMat * vPos;
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vAng = texang.y;
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float d = distance(pp.xy,pp.zw) / 50;
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int jj = j / 2;
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vTexCoords = vec3(d * (j % 2), 2 * jj , texang.x);
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}
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