Reorganise shaders
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#version 430 core
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in vec4 gColor;
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in vec2 cenPosT;
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in float gRadIn;
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in float gRadOut;
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in vec2 angles;
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out vec4 fColor;
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out float gl_FragDepth;
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uniform float rotation;
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void main()
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{
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vec2 pos = gl_FragCoord.xy;
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float d = distance(pos,cenPosT);
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float dTest = max ( step(gRadOut/2,d)
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, 1 - step(gRadIn/2,d)
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);
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vec2 posDiff = pos - cenPosT;
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float sa = angles.x - rotation;
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vec2 sv = vec2 (-sin(sa), cos(sa));
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float saTest = dot(sv,posDiff) >= 0 ? 0 : 1;
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float ea = angles.y - rotation;
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vec2 ev = vec2 (-sin(ea), cos(ea));
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float eaTest = dot(ev,posDiff) <= 0 ? 0 : 1;
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float aTest = ea - sa < radians(180) ? max (saTest,eaTest)
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: min (saTest,eaTest);
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float onArcTest = max(dTest,aTest);
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gl_FragDepth = max(gl_FragCoord.z , onArcTest);
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fColor = gColor;
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}
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