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18 lines
327 B
GLSL
18 lines
327 B
GLSL
#version 330
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#include <common>
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flat in vec3 f_normal_raw;
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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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// color data is shared with normals, ugh
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gl_FragColor = vec4(f_normal_raw.bgr, 1.0f);
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}
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