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https://github.com/JulianGro/overte.git
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Merge pull request #5278 from samcake/yellow
Adding more NSight instrumentation
This commit is contained in:
commit
b173ac397c
10 changed files with 55 additions and 18 deletions
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@ -1183,7 +1183,6 @@ bool Application::event(QEvent* event) {
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}
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bool Application::eventFilter(QObject* object, QEvent* event) {
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if (event->type() == QEvent::ShortcutOverride) {
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if (DependencyManager::get<OffscreenUi>()->shouldSwallowShortcut(event)) {
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event->accept();
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@ -1788,6 +1787,7 @@ void Application::checkFPS() {
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}
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void Application::idle() {
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PROFILE_RANGE(__FUNCTION__);
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static SimpleAverage<float> interIdleDurations;
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static uint64_t lastIdleEnd{ 0 };
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@ -58,6 +58,7 @@ void GLCanvas::initializeGL() {
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}
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void GLCanvas::paintGL() {
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PROFILE_RANGE(__FUNCTION__);
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if (!_throttleRendering && !Application::getInstance()->getWindow()->isMinimized()) {
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Application::getInstance()->paintGL();
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}
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@ -161,6 +161,7 @@ namespace render {
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template <> void payloadRender(const RenderableModelEntityItemMeta::Pointer& payload, RenderArgs* args) {
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if (args) {
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if (payload && payload->entity) {
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PROFILE_RANGE("MetaModelRender");
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payload->entity->render(args);
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}
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}
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@ -12,6 +12,17 @@
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#include <QDebug>
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#if defined(NSIGHT_FOUND)
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#include "nvToolsExt.h"
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ProfileRange::ProfileRange(const char *name) {
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nvtxRangePush(name);
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}
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ProfileRange::~ProfileRange() {
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nvtxRangePop();
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}
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#endif
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#define ADD_COMMAND(call) _commands.push_back(COMMAND_##call); _commandOffsets.push_back(_params.size());
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using namespace gpu;
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@ -26,17 +26,11 @@
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#include "Framebuffer.h"
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#if defined(NSIGHT_FOUND)
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#include "nvToolsExt.h"
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class ProfileRange {
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public:
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ProfileRange(const char *name) {
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nvtxRangePush(name);
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}
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~ProfileRange() {
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nvtxRangePop();
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}
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ProfileRange(const char *name);
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~ProfileRange();
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};
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#define PROFILE_RANGE(name) ProfileRange profileRangeThis(name);
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#else
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#define PROFILE_RANGE(name)
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@ -33,9 +33,11 @@ bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
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}
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void Context::render(Batch& batch) {
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PROFILE_RANGE(__FUNCTION__);
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_backend->render(batch);
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}
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void Context::syncCache() {
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PROFILE_RANGE(__FUNCTION__);
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_backend->syncCache();
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}
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@ -417,6 +417,7 @@ void Model::reset() {
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}
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bool Model::updateGeometry() {
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PROFILE_RANGE(__FUNCTION__);
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bool needFullUpdate = false;
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bool needToRebuild = false;
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@ -690,6 +691,7 @@ void Model::recalculateMeshPartOffsets() {
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// entity-scripts to call. I think it would be best to do the picking once-per-frame (in cpu, or gpu if possible)
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// and then the calls use the most recent such result.
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void Model::recalculateMeshBoxes(bool pickAgainstTriangles) {
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PROFILE_RANGE(__FUNCTION__);
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bool calculatedMeshTrianglesNeeded = pickAgainstTriangles && !_calculatedMeshTrianglesValid;
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if (!_calculatedMeshBoxesValid || calculatedMeshTrianglesNeeded || (!_calculatedMeshPartBoxesValid && pickAgainstTriangles) ) {
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@ -1281,6 +1283,7 @@ Blender::Blender(Model* model, int blendNumber, const QWeakPointer<NetworkGeomet
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}
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void Blender::run() {
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PROFILE_RANGE(__FUNCTION__);
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QVector<glm::vec3> vertices, normals;
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if (!_model.isNull()) {
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int offset = 0;
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@ -1392,6 +1395,7 @@ void Model::snapToRegistrationPoint() {
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}
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void Model::simulate(float deltaTime, bool fullUpdate) {
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PROFILE_RANGE(__FUNCTION__);
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fullUpdate = updateGeometry() || fullUpdate || (_scaleToFit && !_scaledToFit)
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|| (_snapModelToRegistrationPoint && !_snappedToRegistrationPoint);
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@ -1829,6 +1833,7 @@ void Model::setupBatchTransform(gpu::Batch& batch, RenderArgs* args) {
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}
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AABox Model::getPartBounds(int meshIndex, int partIndex) {
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if (meshIndex < _meshStates.size()) {
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const MeshState& state = _meshStates.at(meshIndex);
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bool isSkinned = state.clusterMatrices.size() > 1;
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@ -1859,6 +1864,7 @@ AABox Model::getPartBounds(int meshIndex, int partIndex) {
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}
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void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool translucent) {
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// PROFILE_RANGE(__FUNCTION__);
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PerformanceTimer perfTimer("Model::renderPart");
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if (!_readyWhenAdded) {
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return; // bail asap
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@ -1933,7 +1939,9 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
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pickPrograms(batch, mode, translucentMesh, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, wireframe,
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args, locations);
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updateVisibleJointStates();
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{
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updateVisibleJointStates();
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}
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// if our index is ever out of range for either meshes or networkMeshes, then skip it, and set our _meshGroupsKnown
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// to false to rebuild out mesh groups.
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@ -2076,9 +2084,13 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
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}
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}
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_mutex.lock();
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qint64 offset = _calculatedMeshPartOffset[QPair<int,int>(meshIndex, partIndex)];
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_mutex.unlock();
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qint64 offset;
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{
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// FIXME_STUTTER: We should n't have any lock here
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_mutex.lock();
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offset = _calculatedMeshPartOffset[QPair<int,int>(meshIndex, partIndex)];
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_mutex.unlock();
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}
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if (part.quadIndices.size() > 0) {
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batch.drawIndexed(gpu::QUADS, part.quadIndices.size(), offset);
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@ -9,4 +9,16 @@ add_dependency_external_projects(glm)
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find_package(GLM REQUIRED)
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target_include_directories(${TARGET_NAME} PUBLIC ${GLM_INCLUDE_DIRS})
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link_hifi_libraries(shared gpu model)
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link_hifi_libraries(shared gpu model)
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if (WIN32)
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if (USE_NSIGHT)
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# try to find the Nsight package and add it to the build if we find it
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find_package(NSIGHT)
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if (NSIGHT_FOUND)
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include_directories(${NSIGHT_INCLUDE_DIRS})
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add_definitions(-DNSIGHT_FOUND)
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target_link_libraries(${TARGET_NAME} "${NSIGHT_LIBRARIES}")
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endif ()
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endif()
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endif (WIN32)
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@ -11,6 +11,7 @@
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#include "Scene.h"
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#include <numeric>
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#include "gpu/Batch.h"
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using namespace render;
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@ -167,6 +168,7 @@ void consolidateChangeQueue(PendingChangesQueue& queue, PendingChanges& singleBa
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}
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void Scene::processPendingChangesQueue() {
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PROFILE_RANGE(__FUNCTION__);
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_changeQueueMutex.lock();
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PendingChanges consolidatedPendingChanges;
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consolidateChangeQueue(_changeQueue, consolidatedPendingChanges);
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@ -22,10 +22,10 @@ uniform vec3 inBoundPos;
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uniform vec3 inBoundDim;
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uniform ivec4 inStatus;
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vec3 paintRainbow(float nv) {
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float v = nv * 5.f;
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vec3 paintRainbow(float normalizedHue) {
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float v = normalizedHue * 6.f;
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if (v < 0.f) {
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return vec3(0.f, 0.f, 0.f);
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return vec3(1.f, 0.f, 0.f);
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} else if (v < 1.f) {
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return vec3(1.f, v, 0.f);
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} else if (v < 2.f) {
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@ -36,8 +36,10 @@ vec3 paintRainbow(float nv) {
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return vec3(0.f, 1.f - (v-3.f), 1.f );
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} else if (v < 5.f) {
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return vec3((v-4.f), 0.f, 1.f );
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} else if (v < 6.f) {
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return vec3(1.f, 0.f, 1.f - (v-5.f));
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} else {
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return vec3(1.f, 1.f, 1.f);
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return vec3(1.f, 0.f, 0.f);
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}
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}
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