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41 lines
991 B
GLSL
41 lines
991 B
GLSL
#version 330 core
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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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in VertexData
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{
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int threshold;
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vec2 texCoord;
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vec4 color;
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} gsIn[];
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smooth out vec2 texCoord;
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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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{
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gl_Position = gl_in[0].gl_Position;
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texCoord = gsIn[0].texCoord;
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color = gsIn[0].color;
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EmitVertex();
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gl_Position = gl_in[1].gl_Position;
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texCoord = gsIn[1].texCoord;
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color = gsIn[1].color;
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EmitVertex();
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gl_Position = gl_in[2].gl_Position;
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texCoord = gsIn[2].texCoord;
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color = gsIn[2].color;
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EmitVertex();
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EndPrimitive();
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}
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}
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