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Placefile polygon looping
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e5d18ecc4d
commit
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4 changed files with 82 additions and 30 deletions
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@ -13,6 +13,7 @@ layout (location = 2) in vec3 aTexCoord;
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layout (location = 3) in vec4 aModulate;
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layout (location = 4) in float aAngleDeg;
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layout (location = 5) in int aThreshold;
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layout (location = 6) in ivec2 aTimeRange;
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uniform mat4 uMVPMatrix;
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uniform mat4 uMapMatrix;
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@ -20,9 +21,10 @@ uniform vec2 uMapScreenCoord;
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out VertexData
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{
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int threshold;
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vec3 texCoord;
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vec4 color;
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int threshold;
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vec3 texCoord;
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vec4 color;
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ivec2 timeRange;
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} vsOut;
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smooth out vec3 texCoord;
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@ -39,8 +41,9 @@ vec2 latLngToScreenCoordinate(in vec2 latLng)
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void main()
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{
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// Pass the threshold to the geometry shader
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// Pass the threshold and time range to the geometry shader
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vsOut.threshold = aThreshold;
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vsOut.timeRange = aTimeRange;
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// Pass the texture coordinate and color modulate to the geometry and
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// fragment shaders
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@ -1,9 +1,10 @@
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#version 330 core
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layout (location = 0) in vec2 aScreenCoord;
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layout (location = 1) in vec2 aXYOffset;
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layout (location = 2) in vec4 aColor;
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layout (location = 3) in int aThreshold;
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layout (location = 0) in vec2 aScreenCoord;
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layout (location = 1) in vec2 aXYOffset;
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layout (location = 2) in vec4 aColor;
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layout (location = 3) in int aThreshold;
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layout (location = 4) in ivec2 aTimeRange;
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uniform mat4 uMVPMatrix;
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uniform mat4 uMapMatrix;
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@ -11,17 +12,19 @@ uniform vec2 uMapScreenCoord;
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out VertexData
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{
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int threshold;
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vec3 texCoord;
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vec4 color;
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int threshold;
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vec3 texCoord;
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vec4 color;
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ivec2 timeRange;
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} vsOut;
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smooth out vec4 color;
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void main()
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{
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// Pass the threshold and color to the geometry shader
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// Pass the threshold and time range to the geometry shader
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vsOut.threshold = aThreshold;
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vsOut.timeRange = aTimeRange;
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// Pass the color to the geometry and fragment shaders
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vsOut.color = aColor;
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@ -4,12 +4,14 @@ layout (triangles) in;
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layout (triangle_strip, max_vertices = 3) out;
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uniform float uMapDistance;
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uniform int uSelectedTime;
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in VertexData
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{
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int threshold;
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vec3 texCoord;
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vec4 color;
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int threshold;
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vec3 texCoord;
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vec4 color;
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ivec2 timeRange;
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} gsIn[];
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smooth out vec3 texCoord;
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@ -17,9 +19,12 @@ smooth out vec4 color;
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void main()
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{
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if (gsIn[0].threshold <= 0 || // If Threshold: 0 was specified, no threshold
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gsIn[0].threshold >= uMapDistance || // If Threshold is above current map distance
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gsIn[0].threshold >= 999) // If Threshold: 999 was specified (or greater), no threshold
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if ((gsIn[0].threshold <= 0 || // If Threshold: 0 was specified, no threshold
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gsIn[0].threshold >= uMapDistance || // If Threshold is above current map distance
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gsIn[0].threshold >= 999) && // If Threshold: 999 was specified (or greater), no threshold
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(gsIn[0].timeRange[0] == 0 || // If there is no start time specified
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(gsIn[0].timeRange[0] <= uSelectedTime && // If the selected time is after the start time
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uSelectedTime < gsIn[0].timeRange[1]))) // If the selected time is before the end time
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{
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gl_Position = gl_in[0].gl_Position;
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texCoord = gsIn[0].texCoord;
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