Since sequence resolution is provided to the nodes now, it no longer needs to be a global in the shaders Removed some unused shaders Added default params to ShaderCode to allow skipping types that aren't used
27 lines
524 B
GLSL
27 lines
524 B
GLSL
uniform float waveform_scale;
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in vec4 a_position;
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in vec2 a_texcoord;
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out vec2 ove_texcoord;
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mat4 scale_mat4(vec3 scale) {
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return mat4(
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scale.x, 0.0, 0.0, 0.0,
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0.0, scale.y, 0.0, 0.0,
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0.0, 0.0, scale.z, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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}
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void main() {
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// Create identity matrix
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mat4 transform = mat4(1.0);
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// Scale the scope
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transform *= scale_mat4(vec3(waveform_scale, waveform_scale, 1.0));
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gl_Position = transform * a_position;
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ove_texcoord = a_texcoord;
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}
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