Reorganise shaders
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#version 430 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec4 vCol[];
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out vec4 gColorC;
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out vec4 gColorE;
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out vec2 gBoundingBox;
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void main()
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{
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vec3 pa = gl_in[0].gl_Position.xyz;
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vec3 pb = gl_in[1].gl_Position.xyz;
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vec3 pc = gl_in[2].gl_Position.xyz;
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gColorC = vCol[0];
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gColorE = vCol[1];
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gBoundingBox = vec2 (-1,1);
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gl_Position = vec4 (pb, 1);
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EmitVertex();
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gBoundingBox = vec2 (1,1);
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gl_Position = vec4 (pa, 1);
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EmitVertex();
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gBoundingBox = vec2 (-1,-1);
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gl_Position = vec4 (pc, 1);
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EmitVertex();
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gBoundingBox = vec2 (1,-1);
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gl_Position = vec4 (pa + pc - pb, 1);
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EmitVertex();
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EndPrimitive();
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}
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