Add shader programs to be tracked
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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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