2020-05-22 13:21:43 +02:00
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#version 120
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uniform float zoom;
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// x = min, y = max
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uniform vec2 point_sizes;
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2020-05-27 16:19:40 +02:00
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varying vec3 eye_center;
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2020-05-22 13:21:43 +02:00
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void main()
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{
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gl_PointSize = clamp(zoom, point_sizes.x, point_sizes.y);
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2020-05-27 16:19:40 +02:00
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eye_center = (gl_ModelViewMatrix * gl_Vertex).xyz;
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2020-05-22 13:21:43 +02:00
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gl_Position = ftransform();
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}
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