Add background shaders
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#version 430 core
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in vec2 gTexPos;
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out vec4 fColor;
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uniform sampler2D aTexture;
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void main()
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{
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fColor = texture(aTexture, gTexPos);
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}
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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 vParams [];
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in vec2 vWinSize [];
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out vec2 gTexPos;
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void main()
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{
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vec2 cPos = vec2(vParams[0].x / 250 , vParams[0].y /250 );
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float zoom = vParams[0].w;
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float xoff = vWinSize[0].x / (500*zoom) ;
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float yoff = vWinSize[0].y / (500*zoom) ;
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gTexPos = vec2 (cPos.x + xoff,cPos.y + yoff);
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gl_Position = vec4 (1,1,0.9,1);
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EmitVertex();
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gTexPos = vec2 (cPos.x + xoff,cPos.y - yoff);
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gl_Position = vec4 (1,-1,0.9,1);
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EmitVertex();
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gTexPos = vec2 (cPos.x - xoff,cPos.y + yoff);
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gl_Position = vec4 (-1,1,0.9,1);
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EmitVertex();
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gTexPos = vec2 (cPos.x - xoff,cPos.y - yoff);
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gl_Position = vec4 (-1,-1,0.9,1);
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EmitVertex();
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EndPrimitive();
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}
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#version 430 core
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layout (location = 0) in vec4 params;
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layout (location = 1) in vec2 winSize;
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out vec4 vParams;
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out vec2 vWinSize;
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void main()
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{
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gl_Position = vec4(0,0,0,0);
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vParams = params;
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vWinSize = winSize;
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}
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