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* added cel-shading and outline using inverted hull example * new screenshot * added glsl100+120 compat * updated view * unnecessary spacing
15 lines
315 B
GLSL
15 lines
315 B
GLSL
#version 120
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attribute vec3 vertexPosition;
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attribute vec3 vertexNormal;
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attribute vec2 vertexTexCoord;
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attribute 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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{
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vec3 extruded = vertexPosition + vertexNormal * outlineThickness;
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gl_Position = mvp * vec4(extruded, 1.0);
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} |