Refactor lighting shaders
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@@ -7,20 +7,20 @@ out vec2 dField;
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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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vec4 cenPos = vec4( gl_in[0].gl_Position.xy, 0 , 1);
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vec4 cenPos = vec4( gl_in[0].gl_Position.xy, 0.1 , 1);
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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 = theMat * 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 , 1);
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EmitVertex();
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dField = vec2 (-1, 1);
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gl_Position = theMat * 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 , 1);
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EmitVertex();
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dField = vec2 ( 1,-1);
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gl_Position = theMat * 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 , 1);
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EmitVertex();
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dField = vec2 (-1,-1);
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gl_Position = theMat * 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 , 1);
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EmitVertex();
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EndPrimitive();
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