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* added cel-shading and outline using inverted hull example * new screenshot * added glsl100+120 compat * updated view * unnecessary spacing
16 lines
347 B
GLSL
16 lines
347 B
GLSL
#version 330
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in vec3 vertexPosition;
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in vec3 vertexNormal;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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uniform mat4 mvp;
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uniform float outlineThickness;
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void main() {
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// Extrude vertex along its normal to create the hull.
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vec3 extruded = vertexPosition + vertexNormal * outlineThickness;
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gl_Position = mvp * vec4(extruded, 1.0);
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}
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