Add shader programs to be tracked
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@@ -0,0 +1,7 @@
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#version 430 core
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in vec4 vColor;
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out vec4 fColor;
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void main()
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{
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fColor = vColor;
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}
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@@ -0,0 +1,9 @@
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#version 430 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 color;
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out vec4 vColor;
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void main()
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{
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gl_Position = vec4(position,1);
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vColor = color;
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}
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@@ -0,0 +1,15 @@
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#version 430 core
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out vec4 FragColor;
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in vec4 gColor;
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in vec2 gTex;
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uniform sampler2D aTexture;
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void main()
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{
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FragColor = texture(aTexture, gTex) * gColor;
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// FragColor = texture(aTexture, vTexCoord);
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// FragColor = gColor;
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// FragColor = vec4 (1,1,1,1);
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}
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@@ -0,0 +1,36 @@
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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 vec2 vTexCoord [];
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out vec4 gColor;
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out vec2 gTex;
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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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float size = vTexCoord[0].y;
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//float size = 0.05;
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gColor = vColor[0];
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float texPos = vTexCoord[0].x;
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gl_Position = vec4 (cenPos.x - size*0.5, cenPos.y - size, cenPos.z , 1);
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//gl_Position = vec4 (0, 0 , 5 , 1);
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gTex = vec2 (texPos*0.0078125, 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - size*0.5, cenPos.y + size, cenPos.z , 1);
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//gl_Position = vec4 (0, 0.5 , 5 , 1);
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gTex = vec2 (texPos*0.0078125, 0);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + size*0.5, cenPos.y - size, cenPos.z , 1);
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//gl_Position = vec4 (0.5, 0.5 , -5 , 1);
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gTex = vec2 ((texPos+1)*0.0078125, 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + size*0.5, cenPos.y + size, cenPos.z , 1);
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gTex = vec2 ((texPos+1)*0.0078125, 0);
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//gl_Position = vec4 (0.5, 0 , -5 , 1);
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EmitVertex();
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EndPrimitive();
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}
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@@ -0,0 +1,15 @@
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#version 430 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec4 aColor;
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layout (location = 2) in vec2 aTexCoord;
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out vec4 vColor;
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out vec2 vTexCoord;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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vColor = aColor;
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vTexCoord = aTexCoord;
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}
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@@ -0,0 +1,12 @@
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#version 430 core
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in vec4 gColor;
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in vec2 cenPosTrans;
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in float gRad;
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out vec4 fColor;
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void main()
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{
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vec2 pos = gl_FragCoord.xy;
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float dist = max(0 , 1 - 2 * distance(pos,cenPosTrans) / (gRad));
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fColor = vec4( gColor.xyz , pow(gColor.z*dist,2) );
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}
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@@ -0,0 +1,30 @@
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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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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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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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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 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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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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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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EmitVertex();
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EndPrimitive();
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}
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@@ -0,0 +1,12 @@
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#version 430 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 color;
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layout (location = 2) in float rad;
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out vec4 vColor;
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out float vRad;
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void main()
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{
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gl_Position = vec4(position,1);
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vColor = color;
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vRad = rad;
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}
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