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@ -24,7 +24,8 @@ export function rayScreen(): Program {
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a_endPosLow: "vec3",
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a_endPosLow: "vec3",
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a_thickness: "float",
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a_thickness: "float",
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a_rgba: "vec4",
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a_rgba: "vec4",
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a_texOffset: "float"
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a_texOffset: "float",
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a_strokeSize: "float"
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},
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},
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vertexShader: ray_vert,
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vertexShader: ray_vert,
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fragmentShader: ray_frag
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fragmentShader: ray_frag
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@ -9,6 +9,7 @@ attribute vec2 a_vertices;
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attribute float a_thickness;
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attribute float a_thickness;
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attribute vec4 a_texCoord;
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attribute vec4 a_texCoord;
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attribute float a_texOffset;
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attribute float a_texOffset;
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attribute float a_strokeSize;
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varying vec4 v_rgba;
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varying vec4 v_rgba;
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varying vec4 v_texCoord;
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varying vec4 v_texCoord;
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@ -55,9 +56,6 @@ void main() {
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mat4 viewMatrixRTE = viewMatrix;
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mat4 viewMatrixRTE = viewMatrix;
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viewMatrixRTE[3] = vec4(0.0, 0.0, 0.0, 1.0);
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viewMatrixRTE[3] = vec4(0.0, 0.0, 0.0, 1.0);
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float imageSize = 100.0;
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// repeat = (1.0 / imageSize) * length(v) / focalSize;
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highDiff = a_startPosHigh - eyePositionHigh;
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highDiff = a_startPosHigh - eyePositionHigh;
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highDiff = highDiff * step(1.0, length(highDiff));
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highDiff = highDiff * step(1.0, length(highDiff));
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vec3 lowDiff = a_startPosLow - eyePositionLow;
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vec3 lowDiff = a_startPosLow - eyePositionLow;
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@ -70,7 +68,10 @@ void main() {
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vec4 vEnd = viewMatrixRTE * vec4(highDiff + lowDiff, 1.0);
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vec4 vEnd = viewMatrixRTE * vec4(highDiff + lowDiff, 1.0);
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vec2 nEnd = project(projectionMatrix * vEnd);
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vec2 nEnd = project(projectionMatrix * vEnd);
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repeat = distance(nStart, nEnd) / imageSize;
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repeat = distance(nStart, nEnd) / a_strokeSize;
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// Could be optimization some times
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//repeat = (1.0 / a_strokeSize) * length(v) / focalSize;
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gl_Position = projectionMatrix * viewMatrixRTE * vec4(highDiff * step(1.0, length(highDiff)) + vert, 1.0);
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gl_Position = projectionMatrix * viewMatrixRTE * vec4(highDiff * step(1.0, length(highDiff)) + vert, 1.0);
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}
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}
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