Implement background texture
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+16
-6
@@ -5,22 +5,32 @@ in vec4 vParams [];
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in vec2 vWinSize [];
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out vec2 gTexPos;
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vec2 rotBy( float rot, vec2 v)
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{
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return vec2 ( v.x * cos(rot) - v.y * sin(rot)
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, v.x * sin(rot) + v.y * cos(rot)
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);
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}
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void main()
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{
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vec2 cPos = vec2(vParams[0].x / 250 , vParams[0].y /250 );
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float zoom = vParams[0].w;
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float xoff = vWinSize[0].x / (500*zoom) ;
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float yoff = vWinSize[0].y / (500*zoom) ;
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gTexPos = vec2 (cPos.x + xoff,cPos.y + yoff);
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float rot = 0 - vParams[0].z;
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float x = vWinSize[0].x / (500*zoom) ;
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float y = vWinSize[0].y / (500*zoom) ;
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gTexPos = cPos + rotBy(-rot , vec2(x,y));
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gl_Position = vec4 (1,1,0.9,1);
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EmitVertex();
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gTexPos = vec2 (cPos.x + xoff,cPos.y - yoff);
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gTexPos = cPos + rotBy(-rot , vec2(x,-y));
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gl_Position = vec4 (1,-1,0.9,1);
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EmitVertex();
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gTexPos = vec2 (cPos.x - xoff,cPos.y + yoff);
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gTexPos = cPos + rotBy(-rot , vec2(-x,y));
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gl_Position = vec4 (-1,1,0.9,1);
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EmitVertex();
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gTexPos = vec2 (cPos.x - xoff,cPos.y - yoff);
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gTexPos = cPos + rotBy(-rot , vec2(-x,-y));
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gl_Position = vec4 (-1,-1,0.9,1);
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EmitVertex();
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