Add shader files
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#version 450 core
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layout(points) in;
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layout(triangle_strip, max_vertices = 4) out;
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layout(std140, binding = 0) uniform TheMat { mat4 theMat; };
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void main() {
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vec2 p1 = gl_in[0].gl_Position.xy;
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vec2 p2 = gl_in[0].gl_Position.zw;
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gl_Position = theMat * vec4(p1,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1,5000,1); EmitVertex();
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gl_Position = theMat * vec4(p2,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2,5000,1); EmitVertex();
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EndPrimitive();
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}
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#version 450 core
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layout (location = 0) in vec4 poss;
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void main()
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{
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gl_Position = poss;
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}
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@@ -0,0 +1,14 @@
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#version 450 core
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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layout (location=2) out vec4 fNorm;
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in vec4 gColor;
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in vec4 gPos;
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void main()
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{
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fCol = gColor;
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//fPos = gPos;// + vec4(0,0,50,0);
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//fNorm = vec4 (0,0,10,10);
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fPos = vec4(0,0,50,1);
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fNorm = vec4 (0,0,10,10);
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}
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@@ -0,0 +1,33 @@
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#version 450 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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in vec4 vColor [];
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out vec4 gColor;
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out vec4 gPos;
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// consider using isLHS to check if the wall is facing the center
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// this needs the view from point
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float isLHS (vec2 startV, vec2 testV)
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{
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return sign( -startV.x * testV.y + startV.y * testV.x);
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}
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void main()
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{
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gColor = vColor[0];
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
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vec4 a1 = theMat * p1;
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vec4 a2 = theMat * p2;
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// if (0 > isLHS (a1.xy - a2.xy, a1.xy - "viewFromPoint")) {
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vec4 p3 = vec4 (p1.xy,5000,1); //note the random z value, used for GL_DEPTH_CLAMP
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vec4 p4 = vec4 (p2.xy,5000,1);
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vec4 a3 = theMat * p3;
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vec4 a4 = theMat * p4;
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gPos = p1;gl_Position = a1; EmitVertex();
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gPos = p3;gl_Position = a3; EmitVertex();
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gPos = p2;gl_Position = a2; EmitVertex();
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gPos = p4;gl_Position = a4; EmitVertex();
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EndPrimitive();
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// }
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}
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@@ -0,0 +1,9 @@
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#version 450 core
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layout (location = 0) in vec4 poss;
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layout (location = 1) in vec4 color;
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out vec4 vColor;
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void main()
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{
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gl_Position = poss;
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vColor = color;
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}
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