Continue refactoring shaders
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+5
-4
@@ -1,5 +1,6 @@
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#version 430 core
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in vec4 gColor;
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in vec4 gColorC;
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in vec4 gColorE;
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in vec2 gBoundingBox;
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out vec4 fColor;
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@@ -7,8 +8,8 @@ out vec4 fColor;
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void main()
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{
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if ( dot(gBoundingBox,gBoundingBox) > 1) { discard; }
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fColor = gColor;
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// fColor = vec4 (1,1,1,1);
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float d = dot(gBoundingBox,gBoundingBox);
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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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