Commit before attempt to unify picture rendering
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@@ -25,8 +25,8 @@ if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
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lum = radLum.y;
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float rad = radLum.x;
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vec4 p3 = vec4 (p1.xy,-0.5,1);
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vec4 p4 = vec4 (p2.xy,-0.5,1);
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vec4 p3 = vec4 (p1.xy,-0.2,1);
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vec4 p4 = vec4 (p2.xy,-0.2,1);
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vec2 d1 = p1.xy - lightPos;
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vec2 d2 = p2.xy - lightPos;
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@@ -39,13 +39,13 @@ if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
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dField = vec3( d1.x/rad, d1.y/rad, 0);
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gl_Position = a1;
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EmitVertex();
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dField = vec3( d1.x/rad, d1.y/rad, 1);
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dField = vec3( d1.x/rad, d1.y/rad, 0);
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gl_Position = a3;
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EmitVertex();
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dField = vec3( d2.x/rad, d2.y/rad, 0);
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gl_Position = a2;
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EmitVertex();
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dField = vec3( d2.x/rad, d2.y/rad, 1);
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dField = vec3( d2.x/rad, d2.y/rad, 0);
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gl_Position = a4;
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EmitVertex();
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@@ -3,10 +3,10 @@ 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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//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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uniform mat4 worldMat;
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void main()
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@@ -20,8 +20,8 @@ void main()
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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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vec4 p3 = vec4 (p1.xy,-0.5,1);
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vec4 p4 = vec4 (p2.xy,-0.5,1);
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vec4 p3 = vec4 (p1.xy,-0.3,1);
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vec4 p4 = vec4 (p2.xy,-0.3,1);
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vec4 a1 = perpMat * p1;
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vec4 a2 = perpMat * p2;
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