Cleanup
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@@ -2,10 +2,8 @@
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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 vec2 tPos;
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in vec3 gTexCoords;
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in vec4 gPos;
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in vec4 gColor;
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in float gAng;
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layout (binding=40) uniform sampler2DArray diffuseSampler;
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layout (binding=41) uniform sampler2DArray normalSampler;
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@@ -4,7 +4,6 @@ layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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in vec2 vTexAng[];
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out float gAng;
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out vec2 tPos;
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out vec4 gPos;
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out vec3 gTexCoords;
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// consider using isLHS to check if the wall is facing the center
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@@ -23,16 +22,20 @@ void main()
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float dist = distance(p1xy,p2xy);
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float tcoordx = dist / 50;
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vec4 norm = vec4( d.y, -d.x, 0, 0);
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gPos = p1; tPos = vec2 ( 1,-1) ; gl_Position = vec4(theMat * p1);
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gPos = p1;
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gl_Position = vec4(theMat * p1);
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gTexCoords = vec3 (0,0,tcoordz);
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EmitVertex();
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gPos = p3; tPos = vec2 ( 1, 1) ; gl_Position = vec4(theMat * p3);
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gPos = p3;
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gl_Position = vec4(theMat * p3);
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gTexCoords = vec3 (0,2,tcoordz);
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EmitVertex();
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gPos = p2; tPos = vec2 (-1,-1) ; gl_Position = vec4(theMat * p2);
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gPos = p2;
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gl_Position = vec4(theMat * p2);
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gTexCoords = vec3 (tcoordx,0,tcoordz);
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EmitVertex();
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gPos = p4; tPos = vec2 (-1, 1) ; gl_Position = vec4(theMat * p4);
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gPos = p4;
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gl_Position = vec4(theMat * p4);
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gTexCoords = vec3 (tcoordx,2,tcoordz);
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EmitVertex();
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EndPrimitive();
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