Refactor arc shader so it uses only matrix uniform
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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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