line rendering
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@@ -3,9 +3,7 @@ in vec2 coords;
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out vec4 color;
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//in int thickness;
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in float radius;
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//in bool fill;
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in vec3 fcolor;
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in vec2 pos;
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@@ -3,7 +3,7 @@ layout (location = 0) in vec2 vertex;
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layout (location = 1) in vec3 acolor;
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layout (location = 2) in vec2 apos;
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layout (location = 3) in float aradius;
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layout (location = 4) in float afill;
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//layout (location = 4) in float afill;
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out vec2 coords;
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10
source/shaders/poly_f.glsl
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10
source/shaders/poly_f.glsl
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@@ -0,0 +1,10 @@
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#version 330 core
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out vec4 fcolor;
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in vec3 color;
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in vec2 uv;
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void main()
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{
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fcolor = vec4(color,1.0);
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}
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16
source/shaders/poly_v.glsl
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16
source/shaders/poly_v.glsl
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@@ -0,0 +1,16 @@
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#version 330 core
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in vec2 apos;
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in vec2 auv;
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in vec3 acolor;
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out vec3 color;
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out vec2 uv;
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uniform mat4 proj;
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void main()
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{
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gl_Position = proj * vec4(apos, 0.0, 1.0);
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color = acolor;
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uv = auv;
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}
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