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23 lines
515 B
GLSL
23 lines
515 B
GLSL
#version 330
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#include <common>
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in vec4 f_clip_pos;
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in vec4 f_clip_future_pos;
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void main()
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{
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float x = (gl_PointCoord.x - 0.5f) * 2.0f;
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float y = (gl_PointCoord.y - 0.5f) * 2.0f;
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float dist2 = abs(x * x + y * y);
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if (dist2 > 0.5f * 0.5f)
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discard;
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gl_FragData[0] = vec4(param[0].rgb * emission, 1.0f);
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{
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vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;;
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vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;;
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gl_FragData[1] = vec4(a - b, 0.0f, 0.0f);
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}
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}
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