OpenGL: plug new matrix system into shaders (WIP)
Built-in shaders now use uniforms instead of legacy built-in matrices. So far I only hooked this up for new immediate mode. We use the same matrix naming convention as OpenGL, but without the gl_ prefix, e.g. gl_ModelView becomes ModelView. Right now it can skip the new matrix stack and use the legacy built-in matrices app-side. This will help us transition gradually from glMatrix functions to gpuMatrix functions. Still some work to do in gpuBindMatrices. See TODO comments in gpu_matrix.c for specifics.
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@@ -115,6 +115,14 @@ bool gpuUnProject(const float win[3], const float model[4][4], const float proj[
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void gpuOrtho2D(float left, float right, float bottom, float top);
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/* functions to get matrix values */
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const float *gpuGetModelViewMatrix3D(float m[4][4]);
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const float *gpuGetProjectionMatrix3D(float m[4][4]);
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const float *gpuGetModelViewProjectionMatrix3D(float m[4][4]);
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/* set uniform values for currently bound shader */
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void gpuBindMatrices(GLuint program);
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#ifdef __cplusplus
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}
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#endif
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@@ -26,10 +26,12 @@
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*/
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#include "GPU_immediate.h"
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#include "GPU_matrix.h"
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#include "gpu_shader_private.h"
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void immBindBuiltinProgram(GPUBuiltinShader shader_id)
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{
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GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
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immBindProgram(shader->program);
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gpuBindMatrices(shader->program);
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}
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@@ -35,6 +35,10 @@
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#include "BLI_math_rotation.h"
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#include "BLI_math_vector.h"
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/* For now we support the legacy matrix stack in gpuGetMatrix functions.
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* Will remove this after switching to core profile, which can happen after
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* we convert all code to use the API in this file. */
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#define SUPPORT_LEGACY_MATRIX 1
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#define MATRIX_STACK_DEPTH 32
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@@ -149,19 +153,6 @@ void gpuLoadMatrix2D(const float m[3][3])
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CHECKMAT(ModelView2D);
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}
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//const float *gpuGetMatrix(eGPUMatrixMode stack, float *m)
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//{
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// GPU_matrix_stack *ms_select = mstacks + stack;
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//
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// if (m) {
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// copy_m4_m4((float (*)[4])m, ms_select->dynstack[ms_select->pos]);
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// return m;
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// }
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// else {
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// return (float*)(ms_select->dynstack[ms_select->pos]);
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// }
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//}
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void gpuLoadIdentity()
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{
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switch (state.mode) {
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@@ -507,3 +498,113 @@ bool gpuUnProject(const float win[3], const float model[4][4], const float proj[
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return true;
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}
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}
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const float *gpuGetModelViewMatrix3D(float m[4][4])
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{
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#if SUPPORT_LEGACY_MATRIX
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if (state.mode == MATRIX_MODE_INACTIVE) {
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if (m == NULL) {
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static Mat4 temp;
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m = temp;
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}
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glGetFloatv(GL_MODELVIEW_MATRIX, (float*)m);
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return (const float*)m;
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}
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#endif
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BLI_assert(state.mode == MATRIX_MODE_3D);
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if (m) {
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copy_m4_m4(m, ModelView3D);
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return (const float*)m;
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}
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else {
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return (const float*)ModelView3D;
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}
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}
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const float *gpuGetProjectionMatrix3D(float m[4][4])
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{
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#if SUPPORT_LEGACY_MATRIX
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if (state.mode == MATRIX_MODE_INACTIVE) {
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if (m == NULL) {
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static Mat4 temp;
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m = temp;
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}
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glGetFloatv(GL_PROJECTION_MATRIX, (float*)m);
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return (const float*)m;
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}
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#endif
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BLI_assert(state.mode == MATRIX_MODE_3D);
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if (m) {
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copy_m4_m4(m, ModelView3D);
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return (const float*)m;
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}
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else {
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return (const float*)ModelView3D;
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}
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}
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const float *gpuGetModelViewProjectionMatrix3D(float m[4][4])
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{
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#if SUPPORT_LEGACY_MATRIX
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if (state.mode == MATRIX_MODE_INACTIVE) {
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if (m == NULL) {
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static Mat4 temp;
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m = temp;
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}
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Mat4 proj;
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glGetFloatv(GL_MODELVIEW_MATRIX, (float*)proj);
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glGetFloatv(GL_PROJECTION_MATRIX, (float*)m);
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mul_m4_m4_post(m, proj);
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return (const float*)m;
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}
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#endif
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BLI_assert(state.mode == MATRIX_MODE_3D);
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if (m == NULL) {
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static Mat4 temp;
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m = temp;
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}
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mul_m4_m4m4(m, ModelView3D, Projection3D);
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return (const float*)m;
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}
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void gpuBindMatrices(GLuint program)
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{
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/* TODO: split this into 2 functions
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* 1) get uniform locations & determine 2D or 3D
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*/
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GLint loc_MV = glGetUniformLocation(program, "ModelViewMatrix");
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GLint loc_P = glGetUniformLocation(program, "ProjectionMatrix");
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GLint loc_MVP = glGetUniformLocation(program, "ModelViewProjectionMatrix");
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/* 2) set uniform values to matrix stack values
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* program needs to be bound
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*/
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glUseProgram(program);
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/* call this portion before a draw call if desired matrices are dirty */
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if (loc_MV != -1) {
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puts("setting MV matrix");
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glUniformMatrix4fv(loc_MV, 1, GL_FALSE, gpuGetModelViewMatrix3D(NULL));
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}
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if (loc_P != -1) {
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puts("setting P matrix");
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glUniformMatrix4fv(loc_P, 1, GL_FALSE, gpuGetProjectionMatrix3D(NULL));
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}
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if (loc_MVP != -1) {
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puts("setting MVP matrix");
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glUniformMatrix4fv(loc_MVP, 1, GL_FALSE, gpuGetModelViewProjectionMatrix3D(NULL));
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}
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}
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@@ -1,4 +1,6 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec2 pos;
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attribute vec4 color;
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@@ -13,6 +15,6 @@
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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finalColor = color;
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}
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@@ -1,4 +1,6 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec2 pos;
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#else
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@@ -7,5 +9,5 @@
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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}
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@@ -1,4 +1,5 @@
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uniform mat4 ModelViewProjectionMatrix;
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uniform float size;
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uniform float outlineWidth;
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@@ -11,7 +12,7 @@ uniform float outlineWidth;
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#endif
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void main() {
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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gl_PointSize = size;
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// calculate concentric radii in pixels
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@@ -1,4 +1,5 @@
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uniform mat4 ModelViewProjectionMatrix;
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uniform float size;
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#if __VERSION__ == 120
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@@ -10,7 +11,7 @@ uniform float size;
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#endif
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void main() {
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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gl_PointSize = size;
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// calculate concentric radii in pixels
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@@ -1,4 +1,6 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec2 pos;
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attribute float size;
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@@ -13,7 +15,7 @@
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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gl_PointSize = size;
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finalColor = color;
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}
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@@ -1,4 +1,6 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec2 pos;
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attribute vec4 color;
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@@ -13,6 +15,6 @@
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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finalColor = color;
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}
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@@ -1,3 +1,6 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec2 texcoord;
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attribute vec3 position;
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@@ -11,6 +14,6 @@
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0f);
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gl_Position = ModelViewProjectionMatrix * vec4(position.xyz, 1.0f);
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texture_coord = texcoord;
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}
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@@ -1,4 +1,6 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec3 pos;
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attribute vec4 color;
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@@ -13,6 +15,6 @@
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1.0);
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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finalColor = color;
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}
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@@ -1,4 +1,6 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec3 pos;
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#else
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@@ -7,5 +9,5 @@
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1.0);
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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}
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@@ -1,4 +1,6 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec3 pos;
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attribute vec4 color;
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@@ -11,6 +13,6 @@
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1.0);
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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finalColor = color;
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}
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@@ -1,4 +1,6 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec3 pos;
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attribute float size;
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@@ -9,6 +11,6 @@
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1.0);
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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gl_PointSize = size;
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}
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@@ -1,4 +1,6 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec3 pos;
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attribute float size;
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@@ -13,7 +15,7 @@
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1.0);
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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gl_PointSize = size;
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finalColor = color;
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}
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@@ -1,4 +1,6 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec3 pos;
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attribute vec4 color;
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@@ -13,6 +15,6 @@
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1.0);
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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finalColor = color;
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}
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