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clean up
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e62322b805
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1 changed files with 2 additions and 6 deletions
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@ -18,9 +18,7 @@ void main(void) {
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// thinning effect. However, this may not matter when we actually switch to using cubes and points in concert.
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vec4 farCornerVertex = gl_Vertex;
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farCornerVertex[0] += voxelSizeIn;
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farCornerVertex[1] += voxelSizeIn;
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farCornerVertex[2] += voxelSizeIn;
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farCornerVertex += vec4(voxelSizeIn, voxelSizeIn, voxelSizeIn, 0.0);
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vec4 farCorner = gl_ModelViewProjectionMatrix * farCornerVertex;
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// math! If the w result is negative then the point is behind the viewer
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@ -42,9 +40,7 @@ void main(void) {
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vec4 centerVertex = gl_Vertex;
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float halfSizeIn = voxelSizeIn / 2;
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centerVertex[0] += halfSizeIn;
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centerVertex[1] += halfSizeIn;
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centerVertex[2] += halfSizeIn;
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centerVertex += vec4(halfSizeIn, halfSizeIn, halfSizeIn, 0.0);
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vec4 center = gl_ModelViewProjectionMatrix * centerVertex;
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gl_Position = center;
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