forked from StudioInfinity/dyna3
24 lines
461 B
GLSL
24 lines
461 B
GLSL
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#version 300 es
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in vec4 position;
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in vec3 color;
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in float highlight;
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in float selected;
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out vec3 point_color;
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out float point_highlight;
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out float total_radius;
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// camera
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const float focal_slope = 0.3;
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void main() {
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total_radius = 5. + 0.5*selected;
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float depth = -focal_slope * position.z;
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gl_Position = vec4(position.xy / depth, 0., 1.);
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gl_PointSize = 2.*total_radius;
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point_color = color;
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point_highlight = highlight;
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}
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