Replace explicit matrix uniforms with single ubo
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@@ -1,12 +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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in vec4 vColor [];
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out vec4 gColor;
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uniform mat4 worldMat;
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// consider using isLHS to check if the wall is facing the center
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// this needs the view from point
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float isLHS (vec2 startV, vec2 testV)
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@@ -21,16 +18,16 @@ 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 a1 = worldMat * p1;
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vec4 a2 = worldMat * p2;
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vec4 a1 = theMat * p1;
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vec4 a2 = theMat * p2;
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// if (0 > isLHS (a1.xy - a2.xy, a1.xy - "viewFromPoint")) {
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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 a3 = worldMat * p3;
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vec4 a4 = worldMat * p4;
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vec4 a3 = theMat * p3;
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vec4 a4 = theMat * p4;
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gl_Position = a1; EmitVertex();
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gl_Position = a3; EmitVertex();
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@@ -1,9 +1,7 @@
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#version 430 core
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layout (location = 0) in vec4 poss;
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layout (location = 1) in vec4 color;
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out vec4 vColor;
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void main()
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{
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gl_Position = poss;
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@@ -1,13 +1,9 @@
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#version 430 core
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in vec2 tPos;
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in vec4 gColor;
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uniform sampler2D tex;
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out vec4 fColor;
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void main()
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{
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fColor = gColor * texture(tex,tPos);
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// fColor = gColor;
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}
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@@ -1,13 +1,10 @@
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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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in vec4 vColor [];
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out vec4 gColor;
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out vec2 tPos;
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uniform mat4 worldMat;
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// consider using isLHS to check if the wall is facing the center
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float isLHS (vec2 startV, vec2 testV)
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{
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@@ -23,10 +20,10 @@ vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
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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 = 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 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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tPos = vec2 ( 1,-1) ; gl_Position = a1; EmitVertex();
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tPos = vec2 ( 1, 1) ; gl_Position = a3; EmitVertex();
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@@ -1,9 +1,7 @@
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#version 430 core
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layout (location = 0) in vec4 poss;
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layout (location = 1) in vec4 color;
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out vec4 vColor;
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void main()
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{
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gl_Position = poss;
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