Fix arc rendering bug (make vertex attribs correct size)
This commit is contained in:
@@ -29,7 +29,6 @@ void main()
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float onArcTest = max(dTest,aTest);
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//gl_FragDepth = max(gl_FragCoord.z , step(gRadOut/2,distance(pos,cenPosT)));
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gl_FragDepth = max(gl_FragCoord.z , onArcTest);
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fColor = gColor;
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}
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+4
-3
@@ -17,9 +17,10 @@ void main()
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angles = vparams[0].xy;
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vec3 cenPos = gl_in[0].gl_Position.xyz;
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gColor = vColor[0];
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float gWdth = vparams[0].w * 0.5;
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gRadOut = (vparams[0].z + gWdth) * zoom * 2;
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gRadIn = (vparams[0].z - gWdth) * zoom * 2;
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float width = vparams[0].w * 0.5;
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float rad = vparams[0].z;
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gRadOut = (rad + width) * zoom * 2;
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gRadIn = (rad - width) * zoom * 2;
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cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
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@@ -1,15 +0,0 @@
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#version 430 core
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out vec4 FragColor;
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in vec4 gColor;
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in vec2 gTex;
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uniform sampler2D aTexture;
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void main()
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{
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FragColor = texture(aTexture, gTex) * gColor;
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// FragColor = texture(aTexture, vTexCoord);
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// FragColor = gColor;
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// FragColor = vec4 (1,1,1,1);
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}
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@@ -1,36 +0,0 @@
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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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in vec4 vColor [];
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in vec2 vTexCoord [];
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out vec4 gColor;
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out vec2 gTex;
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void main()
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{
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vec3 cenPos = gl_in[0].gl_Position.xyz;
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float size = vTexCoord[0].y;
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//float size = 0.05;
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gColor = vColor[0];
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float texPos = vTexCoord[0].x;
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gl_Position = vec4 (cenPos.x - size*0.5, cenPos.y - size, cenPos.z , 1);
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//gl_Position = vec4 (0, 0 , 5 , 1);
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gTex = vec2 (texPos*0.0078125, 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - size*0.5, cenPos.y + size, cenPos.z , 1);
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//gl_Position = vec4 (0, 0.5 , 5 , 1);
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gTex = vec2 (texPos*0.0078125, 0);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + size*0.5, cenPos.y - size, cenPos.z , 1);
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//gl_Position = vec4 (0.5, 0.5 , -5 , 1);
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gTex = vec2 ((texPos+1)*0.0078125, 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + size*0.5, cenPos.y + size, cenPos.z , 1);
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gTex = vec2 ((texPos+1)*0.0078125, 0);
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//gl_Position = vec4 (0.5, 0 , -5 , 1);
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EmitVertex();
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EndPrimitive();
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}
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@@ -1,20 +0,0 @@
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#version 430 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec4 aColor;
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layout (location = 2) in vec2 aTexCoord;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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out vec4 vColor;
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out vec2 vTexCoord;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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vColor = aColor;
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vTexCoord = aTexCoord;
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}
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@@ -1,18 +0,0 @@
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#version 430 core
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in vec4 gColor;
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in vec2 cenPosT;
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in float gRad;
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out vec4 fColor;
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out float gl_FragDepth;
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void main()
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{
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vec2 pos = gl_FragCoord.xy;
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// fColor = vec4( gColor.xyz , 0 );
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// fColor = vec4( gColor.xyz , 1 - step(distance(pos,cenPos.xy),gRad) );
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// fColor = vec4( gColor.xyz , distance(pos,cenPos.xy)/gRad );
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// fColor = vec4( gColor.rgb, gColor.a * (1-step(gRad/2,distance(pos,cenPosT))) );
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gl_FragDepth = max(gl_FragCoord.z , step(gRad/2,distance(pos,cenPosT)));
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fColor = gColor;
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}
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//note it is the fragdepth that stops this from being square
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@@ -1,33 +0,0 @@
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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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in vec4 vColor [];
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in float vRad [];
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out vec4 gColor;
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out float gRad;
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out vec2 cenPosT;
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uniform vec2 winSize;
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uniform float zoom;
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void main()
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{
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vec3 cenPos = gl_in[0].gl_Position.xyz;
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//cenPos = vec3 (0.5,0,0);
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gColor = vColor[0];
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gRad = vRad[0] * zoom * 2;
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// gRad = 0.2;
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cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
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EmitVertex();
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EndPrimitive();
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}
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@@ -1,19 +0,0 @@
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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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uniform vec2 translation;
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uniform float rotation;
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uniform mat4 worldMat;
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void main()
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{
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gl_Position = worldMat * vec4(position,1);
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vColor = color;
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vRad = rad;
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}
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@@ -4,7 +4,6 @@ in vec4 gColorE;
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in vec2 gBoundingBox;
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out vec4 fColor;
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//out float gl_FragDepth;
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void main()
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{
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@@ -12,4 +11,3 @@ void main()
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if ( d > 1) { discard; }
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fColor = mix (gColorE , gColorC, d);
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}
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//note it is the fragdepth that stops this from being square
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@@ -6,9 +6,6 @@ out vec4 gColorC;
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out vec4 gColorE;
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out vec2 gBoundingBox;
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uniform vec2 winSize;
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uniform float zoom;
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void main()
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{
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vec3 pa = gl_in[0].gl_Position.xyz;
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@@ -19,14 +16,12 @@ void main()
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gBoundingBox = vec2 (-1,1);
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gl_Position = vec4 (pb, 1);
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//gl_Position = vec4 (0.5,0,0, 1);
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EmitVertex();
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gBoundingBox = vec2 (1,1);
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gl_Position = vec4 (pa, 1);
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EmitVertex();
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gBoundingBox = vec2 (-1,-1);
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gl_Position = vec4 (pc, 1);
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// gl_Position = vec4 (0.5,0.5,0, 1);
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EmitVertex();
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gBoundingBox = vec2 (1,-1);
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gl_Position = vec4 (pa + pc - pb, 1);
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@@ -1,16 +0,0 @@
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#version 430 core
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in vec2 cenPosT;
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in vec2 gParams;
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out vec4 fColor;
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void main()
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{
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vec2 pos = gl_FragCoord.xy;
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float dist = min(1 , 2*distance(pos,cenPosT) / (gParams.x));
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//float c = pow(gParams.y*dist,2);
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float c = gParams.y * pow(1-dist,2);
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//float c = gParams.y;
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fColor = vec4( c,c,c ,c );
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// fColor = vec4( 1,0,0 , 1);
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// fColor = vec4( 1,0,0 , pow(dist,2) );
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}
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@@ -1,30 +0,0 @@
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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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in vec2 vParams [];
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out vec2 gParams;
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out vec2 cenPosT;
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uniform vec2 winSize;
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uniform float zoom;
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void main()
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{
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vec3 cenPos = gl_in[0].gl_Position.xyz;
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//cenPos = vec3 (0.5,0,0);
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gParams = vec2( vParams[0].x * zoom * 2, vParams[0].y);
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float gRad = gParams.x;
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cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, 0.9 , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, 0.9 , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, 0.9 , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, 0.9 , 1);
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EmitVertex();
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EndPrimitive();
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}
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@@ -1,15 +0,0 @@
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#version 430 core
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layout (location = 0) in vec4 position;
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out vec2 vParams;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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uniform mat4 worldMat;
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void main()
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{
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gl_Position = vec4(position.xy,0,1);
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vParams = position.zw;
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}
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@@ -1,12 +0,0 @@
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#version 430 core
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in vec4 gColor;
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in vec2 cenPosTrans;
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in float gRad;
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out vec4 fColor;
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void main()
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{
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vec2 pos = gl_FragCoord.xy;
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float dist = max(0 , 1 - 2 * distance(pos,cenPosTrans) / (gRad));
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fColor = vec4( gColor.xyz , pow(gColor.z*dist,2) );
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}
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@@ -1,30 +0,0 @@
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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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in vec4 vColor [];
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in float vRad [];
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uniform vec2 winSize;
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out vec4 gColor;
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out float gRad;
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out vec2 cenPosTrans;
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void main()
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{
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vec3 cenPos = gl_in[0].gl_Position.xyz;
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vec2 cenPosa = cenPos.xy + vec2 (1,1);
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cenPosTrans = vec2 (cenPosa * winSize * 0.5);
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gColor = vColor[0];
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gRad = vRad[0];
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
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EmitVertex();
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EndPrimitive();
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}
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@@ -1,12 +0,0 @@
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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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void main()
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{
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gl_Position = vec4(position,1);
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vColor = color;
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vRad = rad;
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}
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