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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