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			15 lines
		
	
	
	
		
			402 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			15 lines
		
	
	
	
		
			402 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 140
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| 
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| uniform mat4 view_model_matrix;
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| uniform mat4 projection_matrix;
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| uniform float offset;
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| 
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| in vec3 v_position;
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| 
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| void main()
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| {
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|     // Add small epsilon to z to solve z-fighting between painted triangles and contour lines.
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| 	vec4 clip_position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
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| 	clip_position.z -= offset * abs(clip_position.w);
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|     gl_Position = clip_position;
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| }
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