Cleanup: remove uniforms from shader datatype
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@@ -2,7 +2,7 @@
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 3) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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layout(location=0)uniform vec3 lightPos;
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// this code is duplicated in lineShadow.geom, should not be changed on its own
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vec4 projNear (vec4 pos)
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{
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@@ -2,8 +2,8 @@
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layout(lines_adjacency) in;
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layout(triangle_strip, max_vertices = 4) out;
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layout(std140, binding = 0) uniform TheMat { mat4 theMat; };
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uniform vec3 lightPos;
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uniform float radiusUniform;
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layout(location=0) uniform vec3 lightPos;
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layout(location=1) uniform float radiusUniform;
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// vec4 shift (vec4 p) { return (vec4 (p.xyz +
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// (lumRad.a*normalize(p.xyz-lightPos)), 1));}
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float closestPointOnLineParam3 (vec3 a, vec3 b, vec3 p) {
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@@ -1,6 +1,6 @@
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#version 450 core
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uniform vec3 lightPos;
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uniform vec4 lumRad;
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layout(location=0)uniform vec3 lightPos;
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layout(location=1)uniform vec4 lumRad;
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layout (binding = 0) uniform sampler2D screenTexture;
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layout (binding = 1) uniform sampler2D normals;
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in vec2 vTexPos;
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@@ -20,8 +20,8 @@ void main() {
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//float y3 = clamp(0.5 * (y1 + 1),0,1) ;
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float y3 = clamp(2*y1 + 1,0,1) ;
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//float y3 = clamp(0.5 * (y1 + 2),0,1) ;
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float y = float(normbit.w == 0 ? y2 : y2);
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//float y = y2;
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//float y = float(normbit.w == 0 ? y3 : y2);
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float y = y2;
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float x = 1 - dist / rad;
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vec3 c = y* (x * x * x) * lumRad.rgb;
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fColor = vec4(c, 0);
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@@ -1,9 +0,0 @@
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#version 450 core
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in vec3 lum;
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in vec3 dField;
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out vec4 fColor;
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void main()
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{
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vec3 c = pow (1 - min(1, dot(dField,dField)) , 2) * lum ;
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fColor = vec4(c,0);
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}
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@@ -1,32 +0,0 @@
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#version 450 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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uniform vec4 lumRad;
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out vec3 dField;
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out vec3 lum;
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float isLHS (vec2 startV, vec2 testV)
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{ return sign( -startV.x * testV.y + startV.y * testV.x); }
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void main()
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{
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
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if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
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{ lum = lumRad.rgb;
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float rad = lumRad.a;
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vec4 p3 = vec4 (p1.xy,100,1);
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vec4 p4 = vec4 (p2.xy,100,1);
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vec2 d1 = p1.xy - lightPos.xy;
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vec2 d2 = p2.xy - lightPos.xy;
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vec4 a1 = theMat * p1;
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vec4 a2 = theMat * p2;
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vec4 a3 = theMat * p3;
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vec4 a4 = theMat * p4;
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dField = (p1.xyz - lightPos) / rad; gl_Position = a1; EmitVertex();
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dField = (p3.xyz - lightPos) / rad; gl_Position = a3; EmitVertex();
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dField = (p2.xyz - lightPos) / rad; gl_Position = a2; EmitVertex();
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dField = (p4.xyz - lightPos) / rad; gl_Position = a4; EmitVertex();
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EndPrimitive();
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} else {}
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}
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@@ -1,6 +0,0 @@
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#version 450 core
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layout (location = 0) in vec4 poss;
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void main()
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{
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gl_Position = poss;
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}
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@@ -2,8 +2,8 @@
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layout(points) in;
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layout(triangle_strip, max_vertices = 18) out;
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layout(std140, binding = 0) uniform TheMat { mat4 theMat; };
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uniform vec3 lightPos;
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uniform float rad;
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layout(location=0) uniform vec3 lightPos;
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layout(location=1) uniform float rad;
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float rad2 = rad;
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// Preprocessed to include ../functions.glsl
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float closestPointOnLineParam (vec2 a, vec2 b, vec2 p) {
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