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Simplify true_dot shaders
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@ -1,15 +1,26 @@
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#version 330
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uniform float pixel_size;
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uniform float anti_alias_width;
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in vec3 point;
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in float radius;
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in vec4 rgba;
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out vec4 color;
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out float scaled_aaw;
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out vec3 v_point;
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out float v_radius;
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out vec4 v_color;
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out vec3 light_pos;
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#INSERT get_gl_Position.glsl
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void main(){
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v_point = point;
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v_radius = radius;
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v_color = rgba;
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color = rgba;
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scaled_aaw = (anti_alias_width * pixel_size) / radius;
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gl_Position = get_gl_Position(point);
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float z = -10 * gl_Position.z;
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float scaled_radius = radius * 1.0 / (1.0 - z);
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gl_PointSize = (scaled_radius / pixel_size) + anti_alias_width;
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}
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