add color in BufferVertex
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c94acb14a2
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133b74699e
7 changed files with 23 additions and 7 deletions
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@ -16,7 +16,7 @@ struct Curve {
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uniform isampler2D glyphs;
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uniform sampler2D curves;
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uniform sampler2D iChannel0;
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uniform vec4 color;
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//uniform vec4 color;
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// Controls for debugging and exploring:
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@ -35,6 +35,7 @@ uniform bool enableControlPointsVisualization;
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in vec2 uv;
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flat in int bufferIndex;
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in vec4 color;
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out vec4 result;
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@ -10,12 +10,15 @@ uniform float z;
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layout (location = 0) in vec2 vertexPosition;
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layout (location = 1) in vec2 vertexUV;
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layout (location = 2) in int vertexIndex;
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layout (location = 3) in vec4 vertexColor;
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out vec2 uv;
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flat out int bufferIndex;
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out vec4 color;
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void main() {
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gl_Position = projection * view * model * vec4(vertexPosition, z, 1.0);
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uv = vertexUV;
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bufferIndex = vertexIndex;
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color = vertexColor;
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}
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@ -15,7 +15,7 @@ struct Curve {
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uniform isampler2D glyphs;
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uniform sampler2D curves;
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uniform vec4 color;
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//uniform vec4 color;
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// Controls for debugging and exploring:
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@ -35,6 +35,7 @@ uniform bool enableControlPointsVisualization;
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in vec2 uv;
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flat in int bufferIndex;
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in vec4 color;
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out vec4 result;
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@ -10,12 +10,15 @@ uniform float z;
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layout (location = 0) in vec2 vertexPosition;
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layout (location = 1) in vec2 vertexUV;
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layout (location = 2) in int vertexIndex;
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layout (location = 3) in vec4 vertexColor;
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out vec2 uv;
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flat out int bufferIndex;
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out vec4 color;
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void main() {
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gl_Position = projection * view * model * vec4(vertexPosition, z, 1.0);
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uv = vertexUV;
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bufferIndex = vertexIndex;
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color = vertexColor;
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}
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@ -13,7 +13,7 @@ struct Curve {
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uniform isamplerBuffer glyphs;
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uniform samplerBuffer curves;
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uniform sampler2D iChannel0;
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uniform vec4 color;
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//uniform vec4 color;
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// Controls for debugging and exploring:
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@ -33,6 +33,7 @@ uniform bool enableControlPointsVisualization = false;
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in vec2 uv;
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flat in int bufferIndex;
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in vec4 color;
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out vec4 result;
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@ -8,12 +8,15 @@ uniform float z;
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layout (location = 0) in vec2 vertexPosition;
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layout (location = 1) in vec2 vertexUV;
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layout (location = 2) in int vertexIndex;
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layout (location = 3) in vec4 vertexColor;
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out vec2 uv;
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flat out int bufferIndex;
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out vec4 color;
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void main() {
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gl_Position = projection * view * model * vec4(vertexPosition, z, 1);
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uv = vertexUV;
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bufferIndex = vertexIndex;
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color = vertexColor;
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}
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