Follow the new shader guide style
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e77e5bad9c
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4 changed files with 17 additions and 14 deletions
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@ -1,8 +1,9 @@
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// -*-C++-*-
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// -*-C++-*-
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#version 330
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#version 330 core
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out vec4 fragColor;
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in vec4 interpolateColor;
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in vec4 interpolateColor;
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out vec4 fragColor;
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void main()
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void main()
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{
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{
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@ -1,9 +1,10 @@
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// -*-C++-*-
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// -*-C++-*-
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#version 330
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#version 330 core
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out vec4 interpolateColor;
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in vec2 step;
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in vec2 step;
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in vec4 stepColor;
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in vec4 stepColor;
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out vec4 interpolateColor;
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void main()
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void main()
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{
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{
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@ -16,16 +16,16 @@ in vec2 texImageCoord;
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in vec2 paintCoord;
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in vec2 paintCoord;
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uniform int drawMode;
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uniform int drawMode;
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uniform sampler2D imageSampler;
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uniform int imageMode;
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uniform int imageMode;
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uniform int paintType;
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uniform int paintType;
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uniform vec4 paintColor;
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uniform vec4 paintColor;
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uniform vec2 paintParams[3];
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uniform vec2 paintParams[3];
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uniform vec4 scaleFactorBias[2];
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uniform sampler2D imageSampler;
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uniform sampler2D rampSampler;
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uniform sampler2D rampSampler;
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uniform sampler2D patternSampler;
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uniform sampler2D patternSampler;
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uniform vec4 scaleFactorBias[2];
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float linearGradient(vec2 fragCoord, vec2 p0, vec2 p1){
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float linear_gradient(vec2 fragCoord, vec2 p0, vec2 p1){
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float x = fragCoord.x;
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float x = fragCoord.x;
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float y = fragCoord.y;
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float y = fragCoord.y;
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@ -41,7 +41,7 @@ float linearGradient(vec2 fragCoord, vec2 p0, vec2 p1){
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/ ( dx*dx + dy*dy );
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/ ( dx*dx + dy*dy );
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}
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}
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float radialGradient(vec2 fragCoord, vec2 centerCoord, vec2 focalCoord, float r){
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float radial_gradient(vec2 fragCoord, vec2 centerCoord, vec2 focalCoord, float r){
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float x = fragCoord.x;
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float x = fragCoord.x;
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float y = fragCoord.y;
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float y = fragCoord.y;
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@ -68,7 +68,7 @@ void main()
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{
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{
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vec2 x0 = paintParams[0];
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vec2 x0 = paintParams[0];
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vec2 x1 = paintParams[1];
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vec2 x1 = paintParams[1];
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float factor = linearGradient(paintCoord, x0, x1);
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float factor = linear_gradient(paintCoord, x0, x1);
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col = texture(rampSampler, vec2(factor, 0.5));
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col = texture(rampSampler, vec2(factor, 0.5));
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}
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}
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break;
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break;
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@ -77,7 +77,7 @@ void main()
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vec2 center = paintParams[0];
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vec2 center = paintParams[0];
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vec2 focal = paintParams[1];
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vec2 focal = paintParams[1];
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float radius = paintParams[2].x;
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float radius = paintParams[2].x;
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float factor = radialGradient(paintCoord, center, focal, radius);
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float factor = radial_gradient(paintCoord, center, focal, radius);
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col = texture(rampSampler, vec2(factor, 0.5));
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col = texture(rampSampler, vec2(factor, 0.5));
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}
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}
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break;
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break;
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@ -1,15 +1,16 @@
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// -*-C++-*-
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// -*-C++-*-
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#version 330 core
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#version 330 core
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out vec2 texImageCoord;
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out vec2 paintCoord;
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in vec2 pos;
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in vec2 pos;
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in vec2 textureUV;
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in vec2 textureUV;
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uniform mat4 sh_Model;
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uniform mat4 sh_Model;
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uniform mat4 sh_Ortho;
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uniform mat4 sh_Ortho;
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uniform mat3 paintInverted;
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uniform mat3 paintInverted;
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out vec2 texImageCoord;
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out vec2 paintCoord;
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void main()
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void main()
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{
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{
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gl_Position = vec4(pos, 0, 1);
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gl_Position = vec4(pos, 0, 1);
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