Move shaders
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#version 450 core
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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in vec4 gColC;
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in vec4 gColE;
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in vec3 gPos;
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in vec2 gBoundingBox;
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void main() {
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float d = dot(gBoundingBox,gBoundingBox);
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if ( d > 1) { discard; }
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fCol = mix (gColE , gColC, d);
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fPos = vec4(gPos,1);
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}
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