Work towards doing transformations using uniforms
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@@ -4,6 +4,12 @@ layout (location = 1) in vec4 color;
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layout (location = 2) in vec4 saEaRadWdth;
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out vec4 vColor;
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out vec4 vparams;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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void main()
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{
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gl_Position = vec4(position,1);
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@@ -5,6 +5,8 @@ in vec4 vParams [];
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in vec2 vWinSize [];
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out vec2 gTexPos;
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uniform vec2 translation;
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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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@@ -15,7 +17,7 @@ vec2 rotBy( float rot, vec2 v)
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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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vec2 cPos = vec2(translation.x / 250 , translation.y /250 );
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float zoom = vParams[0].w;
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float rot = 0 - vParams[0].z;
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@@ -1,8 +1,14 @@
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#version 430 core
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layout (location = 0) in vec4 params;
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layout (location = 1) in vec2 winSize;
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layout (location = 1) in vec2 winSizea;
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out vec4 vParams;
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out vec2 vWinSize;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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void main()
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{
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gl_Position = vec4(0,0,0,0);
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@@ -2,6 +2,12 @@
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 color;
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out vec4 vColor;
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uniform vec2 winSize;
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uniform float zoom;
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uniform float rotation;
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uniform vec2 translation;
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void main()
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{
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gl_Position = vec4(position,1);
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@@ -3,6 +3,11 @@ layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec4 aColor;
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layout (location = 2) in vec2 aTexCoord;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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out vec4 vColor;
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out vec2 vTexCoord;
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@@ -4,6 +4,12 @@ layout (location = 1) in vec4 color;
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layout (location = 2) in float rad;
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out vec4 vColor;
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out float vRad;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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void main()
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{
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gl_Position = vec4(position,1);
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@@ -1,6 +1,12 @@
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#version 430 core
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layout (location = 0) in vec4 position;
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out vec2 vParams;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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void main()
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{
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gl_Position = vec4(position.xy,0,1);
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@@ -4,6 +4,11 @@ layout (location = 1) in vec4 backPoss;
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out vec4 vBackPoss;
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uniform vec2 winSize;
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uniform float zoom;
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uniform float rotation;
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uniform vec2 translation;
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void main()
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{
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gl_Position = poss;
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