Replace explicit matrix uniforms with single ubo
This commit is contained in:
@@ -1,11 +1,9 @@
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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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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out float lum;
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out vec2 dField;
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uniform mat4 worldMat;
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void main()
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{
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lum = gl_in[0].gl_Position.w;
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@@ -13,16 +11,16 @@ void main()
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float gRad = gl_in[0].gl_Position.z;
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dField = vec2 ( 1, 1);
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gl_Position = worldMat * vec4 (cenPos.x + gRad, cenPos.y + gRad, -0 , 1);
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gl_Position = theMat * vec4 (cenPos.x + gRad, cenPos.y + gRad, -0 , 1);
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EmitVertex();
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dField = vec2 (-1, 1);
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gl_Position = worldMat * vec4 (cenPos.x - gRad, cenPos.y + gRad, -0 , 1);
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gl_Position = theMat * vec4 (cenPos.x - gRad, cenPos.y + gRad, -0 , 1);
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EmitVertex();
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dField = vec2 ( 1,-1);
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gl_Position = worldMat * vec4 (cenPos.x + gRad, cenPos.y - gRad, -0 , 1);
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gl_Position = theMat * vec4 (cenPos.x + gRad, cenPos.y - gRad, -0 , 1);
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EmitVertex();
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dField = vec2 (-1,-1);
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gl_Position = worldMat * vec4 (cenPos.x - gRad, cenPos.y - gRad, -0 , 1);
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gl_Position = theMat * vec4 (cenPos.x - gRad, cenPos.y - gRad, -0 , 1);
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EmitVertex();
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EndPrimitive();
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@@ -1,6 +1,5 @@
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#version 430 core
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layout (location = 0) in vec4 position;
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uniform mat4 worldMat;
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void main()
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{
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gl_Position = position;
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@@ -1,6 +1,5 @@
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#version 430 core
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out vec4 fColor;
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void main()
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{
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fColor = vec4 (0.9,0.5,0,0);
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@@ -1,11 +1,9 @@
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#version 430 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 11) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec2 lightPos;
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uniform mat4 worldMat;
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vec2 lightPosa = ( worldMat * vec4(lightPos,0,1) ).xy;
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vec2 lightPosa = ( theMat * vec4(lightPos,0,1) ).xy;
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vec4 shift (vec4 p)
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{ return vec4 (p.xy + (200 * (p.xy-lightPos)), 0 , 1);
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@@ -28,14 +26,14 @@ vec4 p6 = shift(p2);
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vec4 p7 = vec4 (p6.xy,-0.5,1);
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vec4 p8 = vec4 (p5.xy,-0.5,1);
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vec4 a1 = worldMat * p1;
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vec4 a2 = worldMat * p2;
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vec4 a3 = worldMat * p3;
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vec4 a4 = worldMat * p4;
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vec4 a5 = worldMat * p5;
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vec4 a6 = worldMat * p6;
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vec4 a7 = worldMat * p7;
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vec4 a8 = worldMat * p8;
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vec4 a1 = theMat * p1;
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vec4 a2 = theMat * p2;
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vec4 a3 = theMat * p3;
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vec4 a4 = theMat * p4;
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vec4 a5 = theMat * p5;
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vec4 a6 = theMat * p6;
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vec4 a7 = theMat * p7;
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vec4 a8 = theMat * p8;
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gl_Position = a4; EmitVertex();
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gl_Position = a3; EmitVertex();
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@@ -1,6 +1,5 @@
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#version 430 core
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layout (location = 0) in vec4 poss;
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void main()
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{
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gl_Position = poss;
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@@ -1,11 +1,8 @@
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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 vec3 dField;
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out vec4 fColor;
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void main()
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{
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float c = pow (1 - min(1, dot(dField,dField)) , 2) * lum ;
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@@ -1,14 +1,11 @@
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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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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec3 dField;
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out float lum;
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uniform vec2 lightPos;
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uniform mat4 worldMat;
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uniform vec2 radLum;
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float isLHS (vec2 startV, vec2 testV)
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{
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return sign( -startV.x * testV.y + startV.y * testV.x);
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@@ -31,10 +28,10 @@ if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
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vec2 d1 = p1.xy - lightPos;
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vec2 d2 = p2.xy - lightPos;
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vec4 a1 = shiftCloser( worldMat * p1 );
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vec4 a2 = shiftCloser( worldMat * p2 );
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vec4 a3 = shiftCloser( worldMat * p3 );
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vec4 a4 = shiftCloser( worldMat * p4 );
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vec4 a1 = shiftCloser( theMat * p1 );
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vec4 a2 = shiftCloser( theMat * p2 );
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vec4 a3 = shiftCloser( theMat * p3 );
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vec4 a4 = shiftCloser( theMat * p4 );
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dField = vec3( d1.x/rad, d1.y/rad, 0);
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gl_Position = a1;
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@@ -1,6 +1,5 @@
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#version 430 core
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layout (location = 0) in vec4 poss;
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void main()
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{
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gl_Position = poss;
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