Partially working ellipse shader
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@@ -13,7 +13,7 @@ uniform mat4 worldMat;
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void main()
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{
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gl_Position = worldMat * vec4(position.xyz,1);
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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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@@ -0,0 +1,26 @@
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#version 430 core
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in vec4 gColor;
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in vec2 gFocusA;
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in vec2 gFocusB;
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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
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, step(gRad/2
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, distance(pos,gFocusA) + distance(gFocusA,gFocusB)
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//+ distance(pos,gFocusB)
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)
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);
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fColor = gColor;
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// fColor = vec4 (1,1,1,1);
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}
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//note it is the fragdepth that stops this from being square
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@@ -0,0 +1,45 @@
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#version 430 core
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layout (lines) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec4 vCol[];
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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 gFocusA;
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out vec2 gFocusB;
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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 focusA = gl_in[0].gl_Position.xyz;
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vec3 focusB = gl_in[1].gl_Position.xyz;
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gColor = vCol[0];
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gRad = vRad[0] * zoom * 2 ;
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gFocusA = vec2 ( (focusA.x + 1) * 0.5 * winSize.x , (focusA.y + 1) * 0.5 * winSize.y);
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// focusA = vec3 ( 0 , 0, focusA.z);
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gFocusB = vec2 ( (focusB.x + 1) * 0.5 * winSize.x , (focusB.y + 1) * 0.5 * winSize.y);
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float am = 0.5;
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gl_Position = vec4 (focusA.x + gRad/winSize.x, focusA.y + gRad/winSize.y, focusA.z , 1);
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// gl_Position = vec4 (focusA.x + am, focusA.y + am, -1 , 1);
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// gl_Position = vec4 (focusA , 1);
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EmitVertex();
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gl_Position = vec4 (focusA.x - gRad/winSize.x, focusA.y + gRad/winSize.y, focusA.z , 1);
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// gl_Position = vec4 (focusA.x - am, focusA.y + am, -1 , 1);
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// gl_Position = vec4 (0 ,0.5 ,-1 , 1);
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// gl_Position = vec4 (0 + gRad ,0 ,-1 , 1);
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EmitVertex();
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gl_Position = vec4 (focusA.x + gRad/winSize.x, focusA.y - gRad/winSize.y, focusA.z , 1);
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// gl_Position = vec4 (focusA.x + am, focusA.y - am, -1 , 1);
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// gl_Position = vec4 (0.5 ,0.5 ,-1 , 1);
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EmitVertex();
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gl_Position = vec4 (focusA.x - gRad/winSize.x, focusA.y - gRad/winSize.y, focusA.z , 1);
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// gl_Position = vec4 (focusA.x - am, focusA.y - am, -1 , 1);
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// gl_Position = vec4 (0.5 ,0 ,-1 , 1);
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EmitVertex();
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EndPrimitive();
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}
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@@ -0,0 +1,19 @@
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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 col;
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layout (location = 2) in float rad;
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out vec4 vCol;
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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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vRad = rad;
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vCol = col;
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}
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