Use geometry shader to give more relief to landmass
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@ -16,6 +16,116 @@
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<tangent type="int">6</tangent>
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<tangent type="int">6</tangent>
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<binormal type="int">7</binormal>
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<binormal type="int">7</binormal>
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</generate>
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</generate>
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<technique n="8">
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<predicate>
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<and>
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<property>/sim/rendering/landmass-shader</property>
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<property>/sim/rendering/shader-effects</property>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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<extension-supported>GL_EXT_geometry_shader4</extension-supported>
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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<material>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<blend><use>transparent</use></blend>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<type>noise</type>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<image><use>texture[2]/image</use></image>
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<filter><use>texture[2]/filter</use></filter>
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<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[2]/internal-format</use>
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</internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/landmass-g.vert</vertex-shader>
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<geometry-shader>Shaders/landmass.geom</geometry-shader>
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<fragment-shader>Shaders/landmass.frag</fragment-shader>
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<geometry-vertices-out type="int">16</geometry-vertices-out>
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<geometry-input-type>triangles</geometry-input-type>
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<geometry-output-type>triangle-strip</geometry-output-type>
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<attribute>
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<name>tangent</name>
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<index>6</index>
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</attribute>
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<attribute>
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<name>binormal</name>
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<index>7</index>
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</attribute>
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</program>
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<uniform>
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<name>NoiseTex</name>
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<type>sampler-3d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>BaseTex</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>NormalTex</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>depth_factor</name>
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<type>float</type>
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<value type="float">0.01</value>
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</uniform>
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<uniform>
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<name>canopy_height</name>
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<type>float</type>
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<value type="float">10.0</value>
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</uniform>
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<uniform>
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<name>snowlevel</name>
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<type>float</type>
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<value type="float">
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<use>snow-level</use>
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</value>
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</uniform>
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</pass>
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</technique>
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<technique n="9">
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<technique n="9">
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<predicate>
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<predicate>
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<and>
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<and>
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19
Shaders/landmass-g.vert
Normal file
19
Shaders/landmass-g.vert
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@ -0,0 +1,19 @@
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varying vec4 rawposIn;
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varying vec3 NormalIn;
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varying vec3 VTangentIn;
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varying vec3 VBinormalIn;
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attribute vec3 tangent;
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attribute vec3 binormal;
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void main(void)
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{
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rawposIn = gl_Vertex;
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NormalIn = normalize(gl_Normal);
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VTangentIn = gl_NormalMatrix * tangent;
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VBinormalIn = gl_NormalMatrix * binormal;
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gl_FrontColor = gl_Color;
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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}
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75
Shaders/landmass.geom
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75
Shaders/landmass.geom
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@ -0,0 +1,75 @@
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#version 120
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#extension GL_EXT_geometry_shader4 : enable
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varying in vec4 rawposIn[];
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varying in vec3 NormalIn[];
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varying in vec3 VTangentIn[];
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varying in vec3 VBinormalIn[];
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varying out vec4 rawpos;
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varying out vec4 ecPosition;
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varying out vec3 VNormal;
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varying out vec3 VTangent;
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varying out vec3 VBinormal;
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varying out vec3 Normal;
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varying out vec4 constantColor;
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uniform float canopy_height;
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void createVertex(int i, int j, float offset, float s)
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{
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rawpos = rawposIn[i] + offset * vec4(NormalIn[i], 0.0);
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ecPosition = gl_ModelViewMatrix * rawpos;
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if ( s == 0.0 )
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{
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vec4 v;
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if (j < i)
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{
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v = rawposIn[j] - rawposIn[i];
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Normal = normalize(cross( NormalIn[i], v.xyz ));
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}
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else
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{
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v = rawposIn[i] - rawposIn[j];
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Normal = normalize(cross( NormalIn[j], v.xyz ));
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}
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}
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else
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{
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Normal = NormalIn[i];
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}
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VNormal = normalize(gl_NormalMatrix * Normal);
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VTangent = VTangentIn[i];
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VBinormal = VBinormalIn[i];
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gl_FrontColor = gl_FrontColorIn[i];
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constantColor = gl_FrontMaterial.emission
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+ gl_FrontColorIn[i] * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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gl_Position = gl_ProjectionMatrix * ecPosition;
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gl_TexCoord[0] = gl_TexCoordIn[i][0];
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EmitVertex();
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}
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void main(void)
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{
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createVertex(0, 1, canopy_height, 0.0);
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createVertex(0, 1, 0.0, 0.0);
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createVertex(1, 0, canopy_height, 0.0);
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createVertex(1, 0, 0.0, 0.0);
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EndPrimitive();
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createVertex(1, 2, canopy_height, 0.0);
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createVertex(1, 2, 0.0, 0.0);
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createVertex(2, 1, canopy_height, 0.0);
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createVertex(2, 1, 0.0, 0.0);
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EndPrimitive();
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createVertex(2, 0, canopy_height, 0.0);
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createVertex(2, 0, 0.0, 0.0);
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createVertex(0, 2, canopy_height, 0.0);
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createVertex(0, 2, 0.0, 0.0);
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EndPrimitive();
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createVertex(0, 1, canopy_height, 1.0);
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createVertex(1, 2, canopy_height, 1.0);
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createVertex(2, 0, canopy_height, 1.0);
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EndPrimitive();
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}
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