Include tick counting code
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@@ -9,24 +9,6 @@ uniform float rotation;
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uniform vec2 translation;
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uniform mat4 worldMat;
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mat4 tranMat = mat4
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( 1.0, 0.0, 0.0, 0.0
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, 0.0, 1.0, 0.0, 0.0
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, 0.0, 0.0, 1.0, 0.0
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, -translation.x, -translation.y, 0.0, 1.0
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) ;
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mat4 rotMat = mat4
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( cos(rotation), sin(-rotation), 0.0, 0.0
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, sin(rotation), cos(rotation), 0.0, 0.0
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, 0.0, 0.0, 1.0, 0.0
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, 0.0, 0.0, 0.0, 1.0
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) ;
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mat4 scalMat = mat4
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( 2*zoom/winSize.x, 0.0, 0.0, 0.0
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, 0.0, 2*zoom/winSize.y, 0.0, 0.0
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, 0.0, 0.0, 1.0, 0.0
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, 0.0, 0.0, 0.0, 1.0
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) ;
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void main()
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{
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gl_Position = worldMat * vec4(position.xyz,1);
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@@ -9,6 +9,7 @@ void main()
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float dist = min(1 , 2*distance(pos,cenPosT) / (gParams.x));
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//float c = pow(gParams.y*dist,2);
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float c = gParams.y * pow(1-dist,2);
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//float c = gParams.y;
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fColor = vec4( c,c,c ,c );
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// fColor = vec4( 1,0,0 , 1);
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// fColor = vec4( 1,0,0 , pow(dist,2) );
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+7
-19
@@ -2,35 +2,23 @@
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layout (points) in;
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layout (triangle_strip, max_vertices = 10) out;
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in vec4 vBackPoss[];
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//in vec4 vBackPoss[];
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uniform vec2 lightPos;
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void main()
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{
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vec2 posa = gl_in[0].gl_Position.xy;
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vec2 posb = gl_in[0].gl_Position.zw;
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vec2 posc = vBackPoss[0].xy;
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vec2 posd = vBackPoss[0].zw;
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// vec2 posc = vBackPoss[0].xy;
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// vec2 posd = vBackPoss[0].zw;
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// gl_Position = vec4 (posa, 0 , 1);
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// EmitVertex();
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// gl_Position = vec4 (posa + (200 * (posa - lightPos)), 0 , 1);
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// EmitVertex();
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// gl_Position = vec4 (posb, 0 , 1);
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// EmitVertex();
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// gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
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// EmitVertex();
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// gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
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// EmitVertex();
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// gl_Position = vec4 (posd, 0 , 1);
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// EmitVertex();
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gl_Position = vec4 (posd, 0 , 1);
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gl_Position = vec4 (posa, 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posd + (200 * (posd - lightPos)), 0 , 1);
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gl_Position = vec4 (posa + (200 * (posa - lightPos)), 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posc, 0 , 1);
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gl_Position = vec4 (posb, 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posc + (200 * (posc - lightPos)), 0 , 1);
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gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
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EmitVertex();
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EndPrimitive();
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@@ -1,8 +1,8 @@
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#version 430 core
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layout (location = 0) in vec4 poss;
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layout (location = 1) in vec4 backPoss;
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//layout (location = 1) in vec4 backPoss;
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out vec4 vBackPoss;
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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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@@ -13,5 +13,5 @@ uniform mat4 worldMat;
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void main()
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{
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gl_Position = poss;
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vBackPoss = backPoss;
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// vBackPoss = backPoss;
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}
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