GP: Cleanup shader
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1a9d1317aa
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@ -29,6 +29,8 @@ uniform float pixfactor;
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float defaultpixsize = pixsize * (1000.0 / pixfactor);
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vec2 noffset = vec2(offset[0], offset[1]);
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float cosv = cos(rotation);
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float sinv = sin(rotation);
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out vec4 FragColor;
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@ -54,8 +56,6 @@ void main()
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float dx = (ProjectionMatrix[3][3] == 0.0) ? (noffset[0] / (nloc.z * defaultpixsize)) : (noffset[0] / defaultpixsize);
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float dy = (ProjectionMatrix[3][3] == 0.0) ? (noffset[1] / (nloc.z * defaultpixsize)) : (noffset[1] / defaultpixsize);
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float cosv = cos(rotation);
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float sinv = sin(rotation);
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/* move point to new coords system */
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vec2 tpos = vec2(uv.x, uv.y) - loc2d;
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@ -77,28 +77,21 @@ void main()
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vec2 texpos = tpos + loc2d;
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/* wave */
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float value;
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if (orientation == HORIZONTAL) {
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float pval = (uv.x * M_PI) / Viewport[0];
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value = amplitude * sin((period * pval) + phase);
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texpos.y += value;
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texpos.y += amplitude * sin((period * pval) + phase);
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}
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else if (orientation == VERTICAL){
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float pval = (uv.y * M_PI) / Viewport[1];
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value = amplitude * sin((period * pval) + phase);
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texpos.x += value;
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texpos.x += amplitude * sin((period * pval) + phase);
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}
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float stroke_depth = texelFetch(strokeDepth, ivec2(texpos.x, texpos.y), 0).r;
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vec4 src_pixel= texelFetch(strokeColor, ivec2(texpos.x, texpos.y), 0);
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vec4 outcolor;
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outcolor = shadow_color;
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vec4 src_pixel = texelFetch(strokeColor, ivec2(texpos.x, texpos.y), 0);
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/* is transparent */
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if (src_pixel.a == 0.0f) {
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discard;
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}
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gl_FragDepth = stroke_depth;
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FragColor = outcolor;
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gl_FragDepth = texelFetch(strokeDepth, ivec2(texpos.x, texpos.y), 0).r;
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FragColor = shadow_color;
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}
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