Implement color for quadratic bezier curves
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@@ -1,7 +1,9 @@
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#version 430 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 color;
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layout (location = 2) in float rad;
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out vec4 vColor;
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out float vRad;
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uniform vec2 winSize;
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uniform float zoom;
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@@ -13,4 +15,5 @@ void main()
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{
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gl_Position = worldMat * vec4(position.xyz,1);
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vColor = color;
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vRad = rad;
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}
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