Refactor arc shader so it uses only matrix uniform
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+21
-21
@@ -1,34 +1,34 @@
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#version 430 core
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in vec4 gColor;
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in vec2 cenPosT;
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in float gRadIn;
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in float gRadOut;
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in vec2 angles;
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in vec2 dist;
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out vec4 fColor;
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out float gl_FragDepth;
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uniform float rotation;
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//uniform float rotation;
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void main()
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{
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vec2 pos = gl_FragCoord.xy;
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float d = distance(pos,cenPosT);
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float dTest = max ( step(gRadOut/2,d)
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, 1 - step(gRadIn/2,d)
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);
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vec2 posDiff = pos - cenPosT;
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float sa = angles.x - rotation;
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// vec2 pos = gl_FragCoord.xy;
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// float d = distance(pos,cenPosT);
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// float dTest = max ( step(gRadOut/2,d)
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// , 1 - step(gRadIn/2,d)
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// );
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//
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// vec2 posDiff = pos - cenPosT;
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float sa = angles.x;
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vec2 sv = vec2 (-sin(sa), cos(sa));
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float saTest = dot(sv,posDiff) >= 0 ? 0 : 1;
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float ea = angles.y - rotation;
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// float saTest = dot(sv,posDiff) >= 0 ? 0 : 1;
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float ea = angles.y;
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vec2 ev = vec2 (-sin(ea), cos(ea));
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float eaTest = dot(ev,posDiff) <= 0 ? 0 : 1;
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float aTest = ea - sa < radians(180) ? max (saTest,eaTest)
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: min (saTest,eaTest);
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float onArcTest = max(dTest,aTest);
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gl_FragDepth = max(gl_FragCoord.z , onArcTest);
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// float eaTest = dot(ev,posDiff) <= 0 ? 0 : 1;
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// float aTest = ea - sa < radians(180) ? max (saTest,eaTest)
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// : min (saTest,eaTest);
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//
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// float onArcTest = max(dTest,aTest);
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//
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// gl_FragDepth = max(gl_FragCoord.z , onArcTest);
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float d = (dist.x * dist.x) + (dist.y * dist.y);
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if (d > 1 || d < gRadIn || dot(sv, dist) < 0 || dot(ev, dist) > 0) {discard;}
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fColor = gColor;
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}
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+15
-15
@@ -5,32 +5,32 @@ in vec4 vColor [];
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in vec4 vparams [];
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out vec4 gColor;
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out float gRadIn;
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out float gRadOut;
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out vec2 cenPosT;
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out vec2 angles;
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out vec2 dist;
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uniform vec2 winSize;
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uniform float zoom;
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uniform mat4 worldMat;
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void main()
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{
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angles = vparams[0].xy;
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vec3 cenPos = gl_in[0].gl_Position.xyz;
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vec4 cenPos = gl_in[0].gl_Position;
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gColor = vColor[0];
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float width = vparams[0].w * 0.5;
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float rad = vparams[0].z;
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gRadOut = (rad + width) * zoom * 2;
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gRadIn = (rad - width) * zoom * 2;
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float width = vparams[0].w ;
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float rad = vparams[0].z + width;
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gRadIn = 1 - width * 2 / rad;
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// I am not currently sure why the multiplicand is 4 and not 2
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cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
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gl_Position = vec4 (cenPos.x + gRadOut/winSize.x, cenPos.y + gRadOut/winSize.y, cenPos.z , 1);
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gl_Position = worldMat * vec4 (cenPos.x + rad, cenPos.y + rad, cenPos.z , 1);
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dist = vec2 (1,1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRadOut/winSize.x, cenPos.y + gRadOut/winSize.y, cenPos.z , 1);
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gl_Position = worldMat * vec4 (cenPos.x - rad, cenPos.y + rad, cenPos.z , 1);
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dist = vec2 (-1,1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + gRadOut/winSize.x, cenPos.y - gRadOut/winSize.y, cenPos.z , 1);
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gl_Position = worldMat * vec4 (cenPos.x + rad, cenPos.y - rad, cenPos.z , 1);
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dist = vec2 (1,-1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRadOut/winSize.x, cenPos.y - gRadOut/winSize.y, cenPos.z , 1);
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gl_Position = worldMat * vec4 (cenPos.x - rad, cenPos.y - rad, cenPos.z , 1);
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dist = vec2 (-1,-1);
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EmitVertex();
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EndPrimitive();
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@@ -13,7 +13,8 @@ uniform mat4 worldMat;
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void main()
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{
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gl_Position = worldMat * vec4(position.xyz,1);
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//gl_Position = worldMat * vec4(position.xyz,1);
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gl_Position = vec4(position.xyz,1);
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vColor = color;
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vparams = saEaRadWdth;
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}
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@@ -95,7 +95,7 @@ defaultWorld = World
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, _midgroundDecorations =
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[setDepth (-0.1) $ color orange $ pictures
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[ polygon $ rectNSEW 50 40 140 (-20)
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, translate 60 45 $ thickArc 0 pi 75 10
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, translate 60 45 $ scale 0.5 1 $ thickArc 0 pi 75 10
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]
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]
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}
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