Finishing antialiasing
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@@ -2,8 +2,12 @@ precision mediump float;
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varying vec4 color;
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varying vec3 position;
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uniform vec4 lineParams;
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uniform vec4 startPointEndPoint;
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//uniform vec4 lineParams;
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//uniform vec4 startPointEndPoint;
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varying vec3 lineParams;
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varying vec4 startPointEndPoint;
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void main()
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{
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@@ -1,47 +0,0 @@
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precision mediump float;
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varying vec4 color;
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varying vec3 position;
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uniform vec4 lineParams0;
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uniform vec4 lineParams1;
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uniform vec4 lineParams2;
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uniform vec4 lineParams3;
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uniform vec4 lineParams4;
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uniform vec4 lineParams5;
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uniform vec4 lineParams6;
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uniform vec4 lineParams7;
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uniform vec4 lineParams8;
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uniform vec4 lineParams9;
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uniform vec4 lineParams10;
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uniform vec4 lineParams11;
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uniform vec4 lineParams12;
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uniform vec4 lineParams13;
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uniform vec4 lineParams14;
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uniform vec4 lineParams15;
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void main()
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{
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float distance = abs(lineParams0.x*position.x + lineParams0.y*position.y + lineParams0.z);
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distance = min(distance, abs(lineParams1.x*position.x + lineParams1.y*position.y + lineParams1.z));
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distance = min(distance, abs(lineParams2.x*position.x + lineParams2.y*position.y + lineParams2.z));
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distance = min(distance, abs(lineParams3.x*position.x + lineParams3.y*position.y + lineParams3.z));
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distance = min(distance, abs(lineParams4.x*position.x + lineParams4.y*position.y + lineParams4.z));
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distance = min(distance, abs(lineParams5.x*position.x + lineParams5.y*position.y + lineParams5.z));
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distance = min(distance, abs(lineParams6.x*position.x + lineParams6.y*position.y + lineParams6.z));
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distance = min(distance, abs(lineParams7.x*position.x + lineParams7.y*position.y + lineParams7.z));
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distance = min(distance, abs(lineParams8.x*position.x + lineParams8.y*position.y + lineParams8.z));
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distance = min(distance, abs(lineParams9.x*position.x + lineParams9.y*position.y + lineParams9.z));
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distance = min(distance, abs(lineParams10.x*position.x + lineParams10.y*position.y + lineParams10.z));
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distance = min(distance, abs(lineParams11.x*position.x + lineParams11.y*position.y + lineParams11.z));
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distance = min(distance, abs(lineParams12.x*position.x + lineParams12.y*position.y + lineParams12.z));
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distance = min(distance, abs(lineParams13.x*position.x + lineParams13.y*position.y + lineParams13.z));
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distance = min(distance, abs(lineParams14.x*position.x + lineParams14.y*position.y + lineParams14.z));
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distance = min(distance, abs(lineParams15.x*position.x + lineParams15.y*position.y + lineParams15.z));
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//gl_FragColor = vec4(color.rgb, color.a*clamp(1.2 / (distance + 1.0) - 0.5, 0.0, 1.0));
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gl_FragColor = vec4(color.rgb*clamp(1.2 / (distance + 1.0) - 0.5, 0.0, 1.0), 1.0);
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}
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+11
-2
@@ -1,13 +1,22 @@
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attribute vec3 vPosition;
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attribute vec4 vColor;
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varying vec4 color;
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attribute vec3 vLineParams;
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attribute vec4 vStartPointEndPoint;
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varying vec3 position;
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varying vec4 color;
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varying vec3 lineParams;
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varying vec4 startPointEndPoint;
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uniform mat4 ProjectionMatrix;
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void main()
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{
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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color = vColor;
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position = vPosition;
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color = vColor;
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lineParams = vLineParams;
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startPointEndPoint = vStartPointEndPoint;
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}
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