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new solver - point generation
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12
vis/res/shaders/4d.vert.glsl
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12
vis/res/shaders/4d.vert.glsl
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#version 440
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layout(location=1) uniform float time;
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layout(location=2) uniform mat4 proj;
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layout(location=3) uniform mat4 rot;
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layout(location=0) in vec4 pos;
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void main() {
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vec4 pos = rot * pos;
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gl_Position = proj * vec4(pos.xyz / (1 - pos.w), 1.0);
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}
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12
vis/res/shaders/main.frag.glsl
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vis/res/shaders/main.frag.glsl
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#version 440
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layout(location=0) uniform vec4 ucol;
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layout(location=0) out vec4 col;
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void main() {
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float d = 1.0 - gl_FragCoord.z;
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d = (d - 0.5) / 0.7 + 0.5;
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col = ucol;
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col.xyz *= d;
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}
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15
vis/res/shaders/main.vert.glsl
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15
vis/res/shaders/main.vert.glsl
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#version 440
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//layout(location=1) uniform float time;
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layout(location=2) uniform mat4 proj;
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//layout(location=3) uniform mat4 rot;
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layout(location=0) in vec4 pos;
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void main() {
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// mat3 rot3 = mat3(rot);
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// vec3 pos3 = rot3 * pos;
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vec3 pos3 = pos.xyz;
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gl_Position = proj * vec4(pos3, 1.0);
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}
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