Shader changes
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@ -1,11 +1,7 @@
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#version 330 core
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in vec3 vertColor;
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in vec3 baryPos;
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out vec4 FragColor;
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void main() {
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FragColor = vec4(vertColor, 1.0);
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if (baryPos.x < 0.02 || baryPos.z < 0.02) {
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FragColor = vec4(0.1, 0.1, 0.1, 1.0);
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}
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}
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@ -1,15 +1,9 @@
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#version 330 core
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layout (location=0) in vec2 vPos;
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layout (location=1) in vec3 bary;
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layout (location=2) in vec2 iPos;
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layout (location=3) in uint life;
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uniform mat4 look;
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layout (location=0) in vec3 vPos;
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layout (location=1) in vec3 vColor;
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out vec3 vertColor;
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out vec3 baryPos;
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void main() {
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baryPos = bary;
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vertColor = vec3(1.0, 1.0, 1.0)*life;
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gl_Position = look * vec4(iPos + vPos, 0.0, 1.0);
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vertColor = vColor;
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gl_Position = vec4(vPos, 1.0);
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}
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