mirror of https://github.com/CGAL/cgal
Update shaders
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@ -27,13 +27,11 @@ in highp vec3 color;
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uniform highp mat4 mvp_matrix;
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uniform highp mat4 mv_matrix;
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uniform highp float point_size;
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out highp vec4 fP;
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out highp vec3 fN;
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out highp vec4 fColor;
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uniform highp float point_size;
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out highp vec4 m_vertex;
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void main(void)
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@ -51,12 +49,10 @@ void main(void)
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const char fragment_source_color[]=R"DELIM(
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#version 150
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out highp vec4 fP;
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out highp vec3 fN;
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out highp vec4 fColor;
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out highp vec4 m_vertex;
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out highp vec4 out_color;
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in highp vec4 fP;
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in highp vec3 fN;
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in highp vec4 fColor;
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in highp vec4 m_vertex;
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uniform highp vec4 light_pos;
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uniform highp vec4 light_diff;
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@ -68,6 +64,8 @@ uniform highp vec4 clipPlane;
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uniform highp float rendering_mode;
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uniform highp float rendering_transparency;
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out highp vec4 out_color;
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void main(void)
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{
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highp vec3 L = light_pos.xyz - fP.xyz;
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@ -107,11 +105,11 @@ in highp vec4 vertex;
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in highp vec3 color;
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uniform highp mat4 mvp_matrix;
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out highp vec4 fColor;
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uniform highp float point_size;
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out highp vec4 fColor;
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out highp vec4 m_vertex;
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uniform highp float point_size;
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void main(void)
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{
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gl_PointSize = point_size;
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@ -123,12 +121,14 @@ void main(void)
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const char fragment_source_p_l[]=R"DELIM(
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#version 150
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out highp vec4 fColor;
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out highp vec4 m_vertex;
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out highp vec4 out_color;
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in highp vec4 fColor;
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in highp vec4 m_vertex;
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uniform highp vec4 clipPlane;
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uniform highp float rendering_mode;
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out highp vec4 out_color;
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void main(void)
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{
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// onPlane == 1: inside clipping plane, should be solid;
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@ -180,13 +180,12 @@ in highp vec3 color;
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uniform highp mat4 mvp_matrix;
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uniform highp mat4 mv_matrix;
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uniform highp float point_size;
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out highp vec4 fP;
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out highp vec3 fN;
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out highp vec4 fColor;
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uniform highp float point_size;
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void main(void)
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{
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fP = mv_matrix * vertex;
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@ -203,10 +202,9 @@ void main(void)
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)DELIM";
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const char fragment_source_color_comp[]=R"DELIM(
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out highp vec4 fP;
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out highp vec3 fN;
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out highp vec4 fColor;
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out highp vec4 out_color;
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in highp vec4 fP;
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in highp vec3 fN;
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in highp vec4 fColor;
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uniform highp vec4 light_pos;
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uniform highp vec4 light_diff;
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@ -214,6 +212,8 @@ uniform highp vec4 light_spec;
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uniform highp vec4 light_amb;
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uniform highp float spec_power ;
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out highp vec4 out_color;
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void main(void)
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{
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highp vec3 L = light_pos.xyz - fP.xyz;
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@ -236,10 +236,10 @@ in highp vec4 vertex;
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in highp vec3 color;
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uniform highp mat4 mvp_matrix;
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varying highp vec4 fColor;
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uniform highp float point_size;
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out highp vec4 fColor;
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void main(void)
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{
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gl_PointSize = point_size;
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@ -249,7 +249,7 @@ void main(void)
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)DELIM";
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const char fragment_source_p_l_comp[]=R"DELIM(
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varying highp vec4 fColor;
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in highp vec4 fColor;
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out highp vec4 out_color;
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void main(void)
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{
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