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-rw-r--r--gfx/gl/shaders/networkCurve.tese30
1 files changed, 30 insertions, 0 deletions
diff --git a/gfx/gl/shaders/networkCurve.tese b/gfx/gl/shaders/networkCurve.tese
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--- /dev/null
+++ b/gfx/gl/shaders/networkCurve.tese
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+#version 460 core
+layout(isolines, equal_spacing, cw) in;
+
+flat in ivec3 c_apos[];
+flat in ivec3 c_bpos[];
+flat in ivec3 c_cpos[];
+flat in float c_reps[];
+flat in float c_aangle[];
+flat in float c_bangle[];
+flat in float c_radius[];
+
+flat out ivec3 pos;
+flat out mat2 rot;
+flat out float tpos;
+
+mat2
+getRot(float angle)
+{
+ return mat2(cos(angle), sin(angle), -sin(angle), cos(angle));
+}
+
+void
+main()
+{
+ float angle = mix(c_bangle[0], c_aangle[0], gl_TessCoord.x);
+ int height = int(mix(c_bpos[0].z, c_apos[0].z, gl_TessCoord.x)) - c_cpos[0].z;
+ rot = getRot(angle);
+ tpos = c_reps[0] * gl_TessCoord.x;
+ pos = c_cpos[0] + ivec3(rot * vec2(c_radius[0], 0), height);
+}