1 | precision mediump float;
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2 |
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3 | #pragma glslify: outOfRange = require(glsl-out-of-range)
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4 |
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5 | attribute vec3 position;
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6 | attribute vec4 color;
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7 | attribute vec2 uv;
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8 | attribute float pointSize;
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9 |
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10 | uniform mat4 model, view, projection;
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11 | uniform vec3 clipBounds[2];
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12 |
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13 | varying vec4 f_color;
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14 | varying vec2 f_uv;
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15 |
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16 | void main() {
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17 | if (outOfRange(clipBounds[0], clipBounds[1], position)) {
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18 |
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19 | gl_Position = vec4(0,0,0,0);
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20 | } else {
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21 | gl_Position = projection * view * model * vec4(position, 1.0);
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22 | }
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23 | gl_PointSize = pointSize;
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24 | f_color = color;
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25 | f_uv = uv;
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26 | } |
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