Reorganise shaders
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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 vec4 vColor [];
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in vec4 vparams [];
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out vec4 gColor;
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out float gRadIn;
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out float gRadOut;
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out vec2 cenPosT;
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out vec2 angles;
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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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angles = vparams[0].xy;
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vec3 cenPos = gl_in[0].gl_Position.xyz;
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gColor = vColor[0];
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float width = vparams[0].w * 0.5;
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float rad = vparams[0].z;
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gRadOut = (rad + width) * zoom * 2;
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gRadIn = (rad - width) * zoom * 2;
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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 + gRadOut/winSize.x, cenPos.y + gRadOut/winSize.y, cenPos.z , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRadOut/winSize.x, cenPos.y + gRadOut/winSize.y, cenPos.z , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + gRadOut/winSize.x, cenPos.y - gRadOut/winSize.y, cenPos.z , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRadOut/winSize.x, cenPos.y - gRadOut/winSize.y, cenPos.z , 1);
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EmitVertex();
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EndPrimitive();
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}
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