Commit before attempt to remove geometry shaders from shadow extrusion
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@@ -18,24 +18,19 @@ void main()
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vec4 p0 = gl_in[0].gl_Position ;
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vec4 p1 = gl_in[1].gl_Position ;
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vec4 p2 = gl_in[2].gl_Position ;
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if ( //dot( p0.xyz - vec3 (0,0,1), cross( p0.xyz - p1.xyz, p1.xyz - p2.xyz)) < 0
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// &&
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if ( //if Light Source is below all vertices, draw cap
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// TODO think about when LS is beside the object
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( p0.z - lightPos.z > 0 )
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&& ( p1.z - lightPos.z > 0 )
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&& ( p2.z - lightPos.z > 0 )
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)
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{
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// front cap
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// the front cap
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vec4 v1 = vec4 (0,0,1,0) ;
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gl_Position = theMat * projNear(p0); EmitVertex();
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gl_Position = theMat * projNear(p1); EmitVertex();
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gl_Position = theMat * projNear(p2); EmitVertex();
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EndPrimitive();
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// if light points downwards onto surface, draw back cap too
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if (dot ( p0.xyz - lightPos, vec3 ( 0,0,1) ) > 0)
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{
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}
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else {}
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}
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else {}
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}
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