Include tick counting code
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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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