Allow for interpolating colors from center to edge of ellipses
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@@ -0,0 +1,15 @@
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#version 430 core
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in vec4 gColorC;
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in vec4 gColorE;
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in vec2 gBoundingBox;
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out vec4 fColor;
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//out float gl_FragDepth;
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void main()
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{
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float d = dot(gBoundingBox,gBoundingBox);
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if ( d > 1) { discard; }
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fColor = mix (gColorE , gColorC, d);
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}
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//note it is the fragdepth that stops this from being square
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@@ -0,0 +1,36 @@
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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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uniform vec2 winSize;
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uniform float zoom;
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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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//gl_Position = vec4 (0.5,0,0, 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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// gl_Position = vec4 (0.5,0.5,0, 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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@@ -0,0 +1,16 @@
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#version 430 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 col;
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out vec4 vCol;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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uniform mat4 worldMat;
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void main()
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{
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gl_Position = worldMat * vec4(position,1);
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vCol = col;
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}
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