Add shading for shapes and the floor
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@@ -1,6 +1,7 @@
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#version 450 core
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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layout (location=2) out vec4 fNorm;
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in vec2 tPos;
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in vec4 gPos;
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in vec4 gColor;
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@@ -9,4 +10,5 @@ void main()
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{
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fCol = gColor * texture(tex,tPos);
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fPos = gPos;
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fNorm = gPos + vec4(1,0,0,0);
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}
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@@ -15,13 +15,9 @@ void main()
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
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vec4 p3 = vec4 (p1.xy,100,1);
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vec4 p4 = vec4 (p2.xy,100,1);
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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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gPos = p1; tPos = vec2 ( 1,-1) ; gl_Position = a1; EmitVertex();
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gPos = p3; tPos = vec2 ( 1, 1) ; gl_Position = a3; EmitVertex();
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gPos = p2; tPos = vec2 (-1,-1) ; gl_Position = a2; EmitVertex();
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gPos = p4; tPos = vec2 (-1, 1) ; gl_Position = a4; EmitVertex();
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gPos = p1; tPos = vec2 ( 1,-1) ; gl_Position = vec4(theMat * p1); EmitVertex();
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gPos = p3; tPos = vec2 ( 1, 1) ; gl_Position = vec4(theMat * p3); EmitVertex();
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gPos = p2; tPos = vec2 (-1,-1) ; gl_Position = vec4(theMat * p2); EmitVertex();
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gPos = p4; tPos = vec2 (-1, 1) ; gl_Position = vec4(theMat * p4); EmitVertex();
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EndPrimitive();
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}
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