Implement low res shadows
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@@ -1,5 +1,4 @@
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#version 430 core
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in vec2 cenPosT;
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in float lum;
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in vec2 dField;
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+12
-11
@@ -1,33 +1,34 @@
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#version 430 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec2 vParams [];
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out float lum;
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out vec2 cenPosT;
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out vec2 dField;
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uniform vec2 winSize;
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uniform float zoom;
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uniform mat4 worldMat;
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void main()
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{
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lum = vParams[0].y;
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vec3 cenPos = gl_in[0].gl_Position.xyz;
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float gRad = vParams[0].x * zoom * 2;
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cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
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lum = gl_in[0].gl_Position.w;
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vec2 cenPos = vec2( gl_in[0].gl_Position.x / 2, gl_in[0].gl_Position.y / 2);
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float gRad = gl_in[0].gl_Position.z * zoom * 2;
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dField = vec2 ( 1, 1);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
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gl_Position
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= vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
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EmitVertex();
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dField = vec2 (-1, 1);
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
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gl_Position
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= vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
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EmitVertex();
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dField = vec2 ( 1,-1);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
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gl_Position
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= vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
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EmitVertex();
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dField = vec2 (-1,-1);
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
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gl_Position
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= vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
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EmitVertex();
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EndPrimitive();
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@@ -1,6 +1,6 @@
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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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//out vec2 vParams;
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uniform vec2 winSize;
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uniform float zoom;
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@@ -10,6 +10,5 @@ uniform mat4 worldMat;
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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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vParams = position.zw;
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gl_Position = position;
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}
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