Rename fadeCircle shaders to lightmapCircle
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@@ -0,0 +1,12 @@
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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 = gParams.y * pow(1-dist,2);
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fColor = vec4( c,c,c ,c );
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}
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@@ -0,0 +1,29 @@
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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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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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@@ -0,0 +1,15 @@
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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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