16 lines
450 B
GLSL
16 lines
450 B
GLSL
#version 450 core
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in vec4 vPosID;
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in vec4 vCol;
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in vec4 vControls;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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layout (location=2) out vec4 fNorm;
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void main()
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{
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float d = dot(vControls,vControls);
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if (d > 1) {discard;}
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fCol = vec4(vCol.xyz,vCol.w*(1-d));
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fPos = vec4(vPosID.xyz, vCol.w*(1-d));
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fNorm = vec4(vControls.xy, 0.1 ,fPos.w); // note arbitrary 0.1, might want to point downwards at the edges?
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}
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