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			15 lines
		
	
	
	
		
			402 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			15 lines
		
	
	
	
		
			402 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 140
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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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in vec3 v_position;
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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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