mirror of https://github.com/Leinnan/doppler.git
Vertex round position
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@ -3,12 +3,16 @@ layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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#define PRECISION 0.01
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#define MIN_DIST 20.0
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out vec3 FragPos;
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out vec3 Normal;
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out vec2 TexCoords;
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uniform mat4 model;
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uniform mat4 view;
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uniform vec3 viewPos;
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uniform mat4 projection;
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void main()
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@ -17,5 +21,10 @@ void main()
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Normal = mat3(transpose(inverse(model))) * aNormal;
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TexCoords = aTexCoords;
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gl_Position = projection * view * vec4(FragPos, 1.0);
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if(distance(viewPos, gl_Position.xyz) > MIN_DIST){
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gl_Position.xyz = gl_Position.xyz - mod(gl_Position.xyz, PRECISION);
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}
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}
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