Cleanup
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+3
-11
@@ -18,18 +18,10 @@ void main()
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if (d > 1) {discard;}
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//fCol = vCol;
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fCol = vec4(vCol.xyz,vCol.w*(1-d));
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//float rad = vCenterSize.w;
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float rad = vCenterSize.w*0.5;
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//float rad = vCenterSize.w*0.5;
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float rad = vCenterSize.w;
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float h = (1-d) * rad;
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fPos = vec4(vPosID.xy, vPosID.z + h, vCol.w*(1-d));
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float h1 = float (1 - 0.01*fPos.z);
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//vec3 fn1 = fPos.z*(1-d)*normalize(vec3(vCenterSize.xyz - fPos.xyz));
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//vec3 fn1 = fPos.z*normalize(vec3(vCenterSize.xyz - fPos.xyz));
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//vec3 fn1 = vec3(vCenterSize.xyz - fPos.xyz);
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//vec3 fn1 = fPos.z*(1-d)*normalize(vec3(vCenterSize.xyz - (fPos.xyz + vec3(0,0,0.5*h))));
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vec3 fn1 = fPos.z*normalize(vec3(vCenterSize.xyz - (fPos.xyz + vec3(0,0,0.5*h))));
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//fNorm = vec4(0.5*fn1.xy,fn1.z, 0.5);
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//fNorm = vec4(fn1.xyz, fCol.w);
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vec3 fn1 = fPos.z*normalize(vec3(vCenterSize.xyz - fPos.xyz));
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fNorm = vec4(fn1,fPos.w);
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//fNorm = vec4(0,0,1, 1);
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}
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