First pass implementing exponentially fading lighting
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+23
-14
@@ -1,30 +1,39 @@
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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 vColor [];
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in float vRad [];
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in vec2 vParams [];
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out vec2 gParams;
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out vec2 cenPosT;
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uniform vec2 winSize;
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out vec4 gColor;
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out float gRad;
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out vec2 cenPosTrans;
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uniform float zoom;
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void main()
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{
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vec3 cenPos = gl_in[0].gl_Position.xyz;
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vec2 cenPosa = cenPos.xy + vec2 (1,1);
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cenPosTrans = vec2 (cenPosa * winSize * 0.5);
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gColor = vColor[0];
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gRad = vRad[0];
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//cenPos = vec3 (0.5,0,0);
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gParams = vec2( vParams[0].x * zoom * 2, vParams[0].y);
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float gRad = gParams.x;
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
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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 + gRad/winSize.x, cenPos.y + gRad/winSize.y, 0.9 , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, 0.9 , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, 0.9 , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, 0.9 , 1);
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EmitVertex();
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// gl_Position = vec4 (0.5,0.5,0 , 1);
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// EmitVertex();
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// gl_Position = vec4 (0,0.5,0 , 1);
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// EmitVertex();
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// gl_Position = vec4 (0.5,0,0 , 1);
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// EmitVertex();
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// gl_Position = vec4 (0,0,0 , 1);
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// EmitVertex();
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EndPrimitive();
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}
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